UX Design: From Concept to Prototype Coursera Quiz Answers

Get All Weeks UX Design: From Concept to Prototype Coursera Quiz Answers

Great design doesn’t come out of anywhere; it is born, nurtured, and grown–all through a systematic, learnable process. In this UX course, you will explore the process of taking a basic concept, grounded in user needs, and developing it into a design that will address those needs.

In the course, you will gain hands-on experience with techniques such as sketching, scenario development, storyboarding, and wireframing that will help you transform your understanding of what your users need into a compelling user experience.

You will then learn how to turn wireframes and interaction architecture into interactive prototypes that can be tested with prospective users and iteratively refined into a high-quality design that is ready for a hand-off to the development team for implementation.

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UX Design: From Concept to Prototype Week 1 Quiz Answers

Quiz 1: Introduction to the Design Process

Q1. Which of the following is not a key design skill?

  • To frame or reframe a design problem
  • To generate a large number of alternative solutions
  • To evaluate tradeoffs of different alternatives
  • To create and test with potential users a functioning prototype of a design solution
  • To write a business plan for selling the technology designers created

Q2. The primary concern of design is to create artifacts and systems that are aesthetically pleasing.

  • True
  • False

Q3. Bill Buxton states that all design is “compromise.” By this he means that fundamentally no design is particularly good.

  • True
  • False

Q4. The design process is highly iterative. Which of the following are iterative loops that a designer might do in the course of a project?

  • From ideation to problem framing
  • From creation of scenarios and storyboards to ideation
  • From creation of scenarios and storyboards to problem framing
  • From prototyping to ideation
  • All of the above
  • None of the above

Q5 . Designers usually solve the exact design problem they are initially presented with.

  • True
  • False

Q6. Designers often refer to the notion of the “design space.” What does this term refer to?

  • Physical space (like a design studio) where design activities take place
  • Space into which the design has to fit (e.g., the size of the screen of a mobile phone)
  • Properties of the space (e.g., location, shape of the room) where the design will be used
  • The range of alternative ways that a design solution can work

Q8. Problem scoping is a fundamental part of the design process.

  • True
  • False

Q8. Designers conduct formative research using a single, unified set of methods.

  • True
  • False

Q9. Formal research methods are always preferable to informal methods for doing formative research.

  • True
  • False

Q10. Which of the following are research methods that can be applied in formative research?

  • Interviews
  • Observations
  • Asking friends and family members about their experiences
  • Participatory design groups
  • All of the above
  • None of the above

UX Design: From Concept to Prototype Week 2 Quiz Answers

Quiz 1: Ideation

Q1. Creation of many alternative solutions increases the quality of the final design.

  • True
  • False

Q2. Why does ideation emphasize the speed of idea generation?

  • Because designers often work on tight schedules
  • Because the ideas that first come to mind are usually the best ones
  • Because the quality of the initial ideas doesn’t matter since a design solution gets iteratively refined many times anyway
  • Because quick idea generation helps designers generate a lot of ideas

Q3. Designers should aim to generate about half a dozen solutions when they ideate.

  • True
  • False

Q4. Which of the following is not a method for doing ideation?

  • Brainstorming
  • Mind-mapping
  • Timed idea generation
  • Tradeoff analysis
  • Sketching

Q5. Ideation mostly happens at the start of the design process when the designer is first coming up with possible solutions to the design problem.

  • True
  • False

Q6. Sketching is used both for generating and for communicating ideas.

  • True
  • False

Q7. Which of the following is not a characteristic of sketches done for the purposes of ideation?

  • Quick
  • Disposable
  • Evocative
  • Refined
  • Ambiguous

Q8. You have to be good at drawing to create sketches that are useful for design.

  • True
  • False

Q9. Why is it important to have a facilitator for a brainstorming session?

  • To make sure people don’t go on excessive tangents
  • To notice when session participants feel stuck or are have hit a dead end, and to redirect the session by bringing up a new topic for brainstorming
  • To keep in check critiquing of ideas
  • To flag if participants end up diving too deeply into a single ideas
  • All of the above

Q10. It is important not to criticize ideas during brainstorming.

  • True
  • False

UX Design: From Concept to Prototype Week 3 Quiz Answers

Quiz 1: Design Constraints and Making Choices

Q1. Personas are purely fictional characters.

  • True
  • False

Q2. How many personas should designers create for a design project?

  • Often one or two personas are all that’s needed
  • As many personas as it takes to represent everything designers have learned in the formative work
  • The number of personas should match the number of classes of target users that the designers have identified in the formative work
  • The more personas, the better
  • Three to four personas are usually a sweet spot

Q3. Personas include different types of information, from demographics to motivations and sociocultural context. How should designers decide what information to include?

  • They should focus on making the information as complete as possible
  • They should focus on idiosyncratic characteristics of people they encountered in the formative research that will make personas as vivid as possible
  • They should focus mostly on demographic information; other types of information are secondary
  • They should focus on information that contributes to the distinct needs and potential barriers to and motivations for use that each class of target users has in relation to the technology being developed

Q4. Personas represent target users and are, thus, primarily a distillation of the findings from formative work. Scenarios begin to move designers toward a design solution. How do scenarios do this?

  • By envisioning how a technology might address the needs identified in formative work
  • By enumerating features of the technology being designed
  • By articulating tradeoffs of different design solutions
  • By providing stories that can be put into the ads for the product being designed

Q5. Scenarios help designers reflect on user needs, how technology might address those needs, and potential issues that might arise with the use of the envisioned technology.

  • True
  • False

Q6. Which of the following is not an element of a typical scenario?

  • Agent
  • Actions
  • Location
  • Goals
  • Events

Q7. Why would a designer create storyboards as opposed to write scenarios?

  • To better represent physical environment in which the technology would be used
  • To better represent relationships among multiple people
  • To better envision size or other physical constraints of the technology and its use
  • All of the above

Q8. Excellent drawing skills are needed to create effective storyboards.

  • True
  • False

Q9. It’s typically obvious which design solution, among alternatives they generated, designers should pursue.

  • True
  • False

Q10. Which component of the QOC framework articulates conditions or constraints that the design needs to meet?

  • questions
  • Options
  • Criteria
  • None of the above

UX Design: From Concept to Prototype Week 4 Quiz Answers

Quiz 1: Building Blocks of User Interaction

Q1. Although there are different types of input, UX designers only need to focus on designing the information that users will explicitly enter into the system.

  • True
  • False

Q2. Which of the following are types of user-entered inputs?

  • GPS
  • Text fields where users enter free-form responses
  • Widgets like calendar pickers or on/off switches
  • Voice input, like dictation typing
  • All options on this list except GPS

Q3. Which of the following is not a type of passive input?

  • Application data like contacts, calendar events, or user’s health information (e.g., steps)
  • Weather data
  • Picture taken by the user using the phone camera
  • User’s current location

Q4. Granularity of the needed information is an important consideration when designing system inputs.

  • True
  • False

Q5. Which is not an output modality commonly used in today’s interactive applications?

  • Audio
  • Visual
  • Olfactory
  • Tactile/Haptic

Q6. What does the designer need to know in order to design effective output?

  • What information the user needs to accomplish the task
  • Context in which the information will be accessed
  • User’s knowledge base
  • All of the above

Q7. “Pull” output gives user high level of control of information access.

  • True
  • False

Q8. “Push” output can time information delivery for maximum effectiveness.

  • True
  • False

Q9. Which of the following represents the system’s state:

  • Information about the user’s current location
  • User profile information
  • Rules for providing feedback to the user
  • Current values of all system inputs and variables, and rules for operating on those values

Q10. Mode can change how multiple aspects of the system behave.

  • True
  • False

UX Design: From Concept to Prototype Week 5 Quiz Answers

Quiz 1: Low to Hi-Fidelity Prototyping

Q1. Designers prototype to test their design ideas before resources are invested in expensive and time-consuming software development.

  • True
  • False

Q2. Which of the following can prototypes help designers test?

  • The overall design concept
  • Functionality of different components of the system
  • Screen layouts
  • User interactions
  • All of the above

Q3. It doesn’t matter whether you initially create a low- or high-fidelity prototype. You can get the same kind of feedback on either.

  • True
  • False

Q4. Which of the following is not a  that can be answered by getting feedback on wireframes?

  • Do screens contain the right functional components?
  • Does the screen layout make sense?
  • Is the displayed content ordered correctly?
  • Do the screens provide adequate navigation?

Q5. Wireframes can test design concepts, as well as help designers decide among multiple ways of designing a piece of functionality.

  • True
  • False

Q6. It’s possible to create a useful, functional interactive prototype with very simple tools, such as paper, post-it notes, and scotch tape.

  • True
  • False

Q7. Which of the following is not a characteristic of low-fidelity prototypes?

  • They should be quick to create
  • They should support the full sequence of actions needed to complete a task
  • They should be realistic
  • They should cover the functionality of the whole system.

Q8. A single designer can usually conduct a test of a lo-fi prototype by him/herself.

  • True
  • False

Q9. Which of the following is not a characteristic of hi-fi prototypes?

  • They are more resource-intensive to develop
  • They can be run by the tester without help
  • They are of limited usefulness for testing usability
  • They can be used as a part of the spec given to developers

Q10. Wizard of Oz prototypes are most useful for prototyping screen-based applications

  • True
  • False

UX Design: From Concept to Prototype Week 6 Quiz Answers

Quiz 1: Conceptual Issues in Prototyping and Design

Q1. Affordances of user interface don’t have much influence on how easily users learn to use the system.

  • True
  • False

Q2. In order to have a mental model of a system that enable them to use that system effectively, users need to understand the technical underpinnings of that system.

  • True
  • False

Q3. Gulf of execution refers to which of the following?

  • The time it takes an application to execute some computationally-intensive task, such as running a statistical model.
  • The difference between the output the system provided and the output the user wanted.
  • The discrepancy between what the user is trying to do and what he/she is able to do using the system’s interface.
  • The time between when the user gives the system a command and when the system executes that command (e.g., the delay in responding to a button press)

Q4. Gulf of evaluation refers to which of the following?

  • The user’s ability to understand the system’s output (e.g., the graphs that the system presents the user)
  • The ability of the user to tell if the system did what the user was trying to do.
  • The user’s ability to evaluate if the system is a good match for his/her needs.
  • The difference between user ratings of an app in the app store and the actual quality of the app.

Q5. While designers have to set defaults for many design elements, these default values rarely matter since users can just change them at any time.

  • True
  • False

Q6. Designing thoughtful defaults is important for several reasons. Which of the following is not a reason for designing good defaults.

  • Defaults define out-of-the-box experience
  • Defaults are easily changed.
  • Defaults decrease onboarding time
  • Defaults can have large consequences.

Q7. Which position on the social effects of technology claims that technological adoption is primarily governed by the needs of different social groups and that it has little to do with the properties of the actual technology?

  • Social determinists
  • Technical determinists
  • Interactionists

Q8. Technical determinists believe that sometimes the properties of technologies almost necessitates certain kinds of consequences.

  • True
  • False

Q9. Which new technological trend is not requiring designers to change how they prototype and test their systems?

  • Proliferation of screens (smart watches, embedded displays, etc.) for which designers need to design user experiences
  • Instrumented environments
  • Artificial Intelligence-based systems
  • Virtual and augmented reality
  • None of the above

Q10. The many new technological trends we discussed means that UX design as a process is fundamentally changing and that what we discussed in this course is not going to be useful a year or two from now.

  • True
  • False
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