Introduction to User Experience Design

Introduction to User Experience Design Answer. In this post you will get Quiz Answer Of Introduction to User Experience Design

 

Introduction to User Experience Design

Offered By ”Georgia Institute of Technology”

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Week- 1

Overview of User Experience Design

 

1.
Question 1
Which statement does NOT reflect a core concept of User Experience design?

1 point

  • A user experience involves the task a user is trying to accomplish.
  • A paper calendar is an example of an artifact that includes a user experience.
  • Understanding the device or technology is the first step to good user experience design.
  • A user interacts with a device or technology through an interface.

2.
Question 2
What are the key elements of a User Interface?

1 point

  • System and Task
  • Graphics and Sound
  • Input and Output
  • User and Goals

3.
Question 3
What is the primary goal of good User Experience design?

1 point

  • The fastest way for an expert to accomplish a task
  • A unique and innovative solution
  • An interface that is usable and useful
  • The most aesthetically pleasing graphics and presentation

4.
Question 4
What is the first phase of the User Experience design cycle?

1 point

  • Alternative Designs
  • Evaluation
  • Requirements Gathering
  • Prototyping

5.
Question 5
What everyday object does Don Norman use as a common example of bad design?

1 point

  • Telephone
  • Water Fountain
  • Door
  • Spoon

6.
Question 6
Which is NOT an accurate statement about an affordance?

1 point

  • One affordance of a knob is that you can turn it.
  • An affordance suggests how a physical thing can be used.
  • An affordance is related to the Output of a User Interface.
  • An affordance is a perceived or actual property of a thing.

7.
Question 7
Which is NOT an accurate statement about a signifier?

1 point

  • A signifier lets a user know how an action should be performed.
  • A signifier is related to the Input of a User Interface.
  • A signifier always includes a textual label.
  • A signifier communicates to a user what actions are possible.

8.
Question 8
Which is an accurate statement about feedback?

1 point

  • Feedback tells the user the result of his or her action.
  • Feedback is part of the Input of a User Interface.
  • Feedback always includes a visual element.
  • If a design includes a good signifier, it is not necessary to provide the user with feedback.

9.
Question 9
When you introduce yourself during the user engagement process, you should communicate all of the following expectations EXCEPT:

1 point

  • They can choose to stop participating at any time.
  • They should limit their feedback to only what you want to hear about.
  • There are no right or wrong answers.
  • Their personal information will be kept confidential.

10.
Question 10
Which of the following is a suggested guideline while interacting with people during the user engagement process?

1 point

  • You should adopt a neutral stance, so that the user’s response is not colored by your personal opinions.
  • You should let users know when they reinforce or contradict one of your design assumptions.
  • You should stick exactly to a written script when communicating with the user.
  • It is best to let the user talk about anything he or she wants to tell you for as long as they want to keep talking.

11.
Question 11
Which of the following should you NOT do at the end of the user engagement process?

1 point

  • Thank the user.
  • Remind them of the goals of the interaction.
  • Inform them of the correct answers to any questions they got wrong.
  • Ask them if they have anything else to add.

12.
Question 12
In the United States, the user engagement process is considered research (and regulated as such), if:

1 point

  • The results are intended for reporting to the public (journal, conference, book, magazine, etc.).
  • The goal is to contribute to generalizable knowledge.
  • The engagement involves human subjects.
  • All of the above.

 

Week- 2

Elements of Requirement Gathering

1.
Question 1
Which of the following is NOT an element of the 4-step design process for User Interface Design?

1 point

Requirements Gathering

Evaluation

Optimization

Prototyping

Alternative Designs

2.
Question 2
Which of the following is a primary goal of requirement gathering?

1 point

Understand how a user currently accomplishes the task

Build at least three prototypes to evaluate

Examine the potential technology platforms

Determine the fastest solution for expert users

3.
Question 3
Which of the following is a technique for discovery used in requirements gathering?

1 point

Build a low fidelity prototype of the interface

Determine the specifications of the technology, such as screen resolution and battery life.

Draw story boards to outline your proposed interactions

Interview a potential user

4.
Question 4
Which of the following is NOT a technique to represent the findings of the requirements gathering process?

1 point

User Persona

Scenario

Working prototype

Hierarchical Task Analysis

5.
Question 5
In the requirements gathering process, a mixed method approach is best characterized as:

1 point

Creating an interface that allows user to accomplish the same task through their choice of multiple interaction methods

Collecting both quantitative and qualitative data about users

Designing a solution that works on multiple technology platforms

Balancing the cost of the design with the needs of the user

6.
Question 6
Imagine you are designing the user experience for a mobile payment system that allows a person to zap money to another person. Which of the following stakeholders could best be considered a tertiary stakeholder?

1 point

The recipient of the mobile payment

The sender’s bank, where the money is drawn from

A cashier at a store that accepts these mobile payments

The sender of the mobile payment

7.
Question 7
Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?

1 point

Storyboarding

Interviews

Focus Groups

Surveys

Naturalistic observation

8.
Question 8
Which of the following is something we are likely to learn from a naturalistic observation?

1 point

Reasons a user chooses her strategy for accomplishing a task

Ways the user thinks the interaction can be improved

Steps the user currently follows to accomplish the task

How easy or difficult the user believes the current interaction is

9.
Question 9
A designer typically employs only one technique (naturalistic observation, surveys, focus groups, OR interviews) during the requirements gathering process.

1 point

TRUE

FALSE

10.
Question 10
The main pitfall of requirement gathering is not knowing all of the appropriate techniques

1 point

FALSE

TRUE

11.
Question 11
Naturalistic observations and surveys are ____________

1 point

Discovery techniques

Technique for representing findings

Discovery techniques and technique for representing findings

None of the above

12.
Question 12
UI critiques and scenarios are ____________

1 point

Discovery techniques

Technique for representing findings

Discovery techniques and techniques for representing findings

None of the above

13.
Question 13
Usability criteria and deduction are ____________

1 point

Discovery Techniques

Technique for representing findings

Discovery techniques and technique for representing findings

None of the above

14.
Question 14
One of the class mantras is

1 point

Design is a collaborative process

Design is a data driven process

Design is a client-based process

Design is a creative process

15.
Question 15
Qualitative data ____________ while quantitative data _______________

1 point

is the most important information designers collect; the least important information designers collect

provides numerical information; thematic information

is the least important information designers collect; the most important information designers collect

provides thematic information, numerical information

16.
Question 16
Mixed method approach requires ___________________

1 point

that both qualitative data and quantitative data is collected

that qualitative and quantitative data be alternated in a systematic manner

the designer to collect data from the client and the stakeholder

that both primary and tertiary stakeholder data be collected

17.
Question 17
Primary stake holders

1 point

may not use the design at all but are affected by it

design the artifact

use the design directly

do not use the design directly but may do it indirectly

18.
Question 18
Secondary stake holders _____________

1 point

design the artifact

may not use the design at all but are affected by it

do not use the design directly but may do it indirectly

use the design directly

19.
Question 19
Tertiary stake holders ____________

1 point

design the artifact

do not use the design directly but may do it indirectly

use the design directly

may not use the design at all but are affected by it

20.
Question 20
Place these techniques in order of least to most interaction between the designer and the user: survey, focus, interview, naturalistic observation,

1 point

naturalistic observation, survey, focus group, interview

naturalistic observation, focus group, survey, interview

survey, naturalistic observation, focus group, interview

focus group, interview, survey, naturalistic observation

21.
Question 21
Interviews __________

1 point

occur in a closed setting with a number of users conversing at the same time

are synonymous with questionnaires

are targeted conversations with individual users

require no interaction with the user

22.
Question 22
Focus groups __________

1 point

are synonymous with questionnaires

are targeted conversations with individual users

require no interaction with the user

occur in a closed setting with a number of users conversing at the same time

23.
Question 23
Surveys are __________

1 point

require no interaction with the user

are synonymous with questionnaires

occur in a closed setting with a number of users conversing at the same time

are targeted conversations with individual users

24.
Question 24
Interviews are more likely to take place in ___________ and naturalistic observations are more likely to take place in ________________

1 point

the lab; in the field

the field; in the lab

25.
Question 25
A colleague brings in data that is a hand written account of what the user was doing as she was completing a given task in the grocery store

1 point

her data is best described as naturalistic observation

her data is best described as lab based

her data is best described as quantitative

her data is best described as qualitative

26.
Question 26
Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding ____________

1 point

social desirability bias

social desirability bias and data collection

observer bias

data collection

27.
Question 27
A disadvantage of naturalistic observation is ____________

1 point

observer bias

social desirability bias

social desirability bias and observer bias

28.
Question 28
Your colleague understands that because she is collecting naturalistic observation and she does not interact with the user she can collect any data she wants including pictures and audio in the field. You remind her that __________

1 point

she has to make sure that the user is photographed in a positive light

identifying information must be collected with the user’s permission

she is lucky that privacy is not a consideration since the user is in a public space

she should also find out the user’s identity while she is in the field

29.
Question 29
If conducted appropriately, this technique usually leads to most in-depth insights from the user

1 point

focus group

naturalistic observation

interview

survey

30.
Question 30
Advantages of surveys over naturalistic observations include

1 point

better data

better understanding of the context of the user’s task

more efficient data collection and ease of data analyses

31.
Question 31
To conduct this technique you require a moderator and a note taker and possibly a media person

1 point

naturalistic observation

focus group

questionnaire

survey

32.
Question 32
This technique may lead to biased data because of an influential user

1 point

naturalistic observation

survey

focus group

questionnaire

33.
Question 33
Scenarios and personas are alike in that________________

1 point

They are based on qualitative data

They present a narrative of the findings

They are discovery techniques

They are based on quantitative data

34.
Question 34
Which of these techniques allows the designer to represent the system requirements:

1 point

UI critique

Essential use case scenario

Tabular Form

Hierarchical task analyses

 

 

Week- 3

Designing Alternatives

 

1.
Question 1
Designing Alternatives is the ____________ step in the 4 step User Interface Design cycle

1 point

First

Third

Fourth

Second

2.
Question 2
One starts to design alternatives

1 point

once we have a good understanding of the user and her needs

once the client tells us to do so

once the users tell us what they need

once we have good ideas about what want to design

3.
Question 3
The goal of novel design is to

1 point

impress our clients and users with our new ideas

make more attractive interfaces

improve the user experience

improve the layout of the user’s current interface

4.
Question 4
Designing Novel interfaces is

1 point

about practicing all of the techniques we have learned in this course

all about finding improved ways to mediate how the user accomplishes a tasks

about make more attractive interfaces

about pleasing our client

5.
Question 5
Novel design can require that we consider not just the individual level and the group level but also the third level of the experience ecosystem, which is_______________

1 point

the output level

the interface level

the industrial level

the societal level

6.
Question 6
User experience ecosystem includes all but this component:__________

1 point

individual

group

society

design

7.
Question 7
Improving a design

1 point

may mean that we simply improve the inputs or outputs

may mean that we simply interact with the user

always mean creating a whole new system

always requires considering the group level

8.
Question 8
As designers considering the cultural values of the user is

1 point

always necessary

not necessary

optional

9.
Question 9
The designs we develop should be

1 point

neither useful or usable but attractive

usable

useful

useful and usable

10.
Question 10
Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle

1 point

User experience

Prototyping

Evaluation

Requirements Gathering

11.
Question 11
The problem space refers to ____________

1 point

Areas the user has identified we need to address as designers

Areas where the data indicates that we can improve the user experience

Areas the client has identified we need to address as designers

Areas that are problematic for the designer

12.
Question 12
The goal of alternative designs is

1 point

develop more attractive designs

expose the user to new interfaces

to do a better job of meeting the needs of the user than their existing practices

change the user’s practices

13.
Question 13
As designers

1 point

we are impartial to our preferences

we listen to what the users want us to build

our skills, sensibilities and values will influence the design space we choose

our skills, sensibilities and values will not influence the design space we choose

14.
Question 14
Useful designs are those that

1 point

will improve the functional requirements

will improve the user’s ability to complete their task

will improve the non-functional requirements

will improve the visual layout of the interface

15.
Question 15
If the user can complete the task in an effective, efficient and satisfying manner than we say the design is

1 point

grounded in functional requirements

functional

novel

usable

16.
Question 16
Your data from the interview you conducted showed that the users

1) preferred to complete the task on their mobile phone,

2) liked to have their friends rate their selection and

3) didn’t want to disclose their location.

Which of the following statement s true?

1 point

findings 1-3 are both examples of explicit and implicit needs

findings 1-3 are examples of implicit needs

findings 1-3 are neither examples of explicit or implicit needs

findings 1-3 are examples of explicit needs

17.
Question 17
Functional requirements tell us

1 point

constraints on the system and its development

what the system might do

constraints on the system but not its development

what the system should do

18.
Question 18
Non-functional requirements tell us

1 point

constraints on the system but not its development

what the system might do

constraints on the system and its development

what the system should do

19.
Question 19
Brainstorming __________ while affinity diagrams _______________

1 point

a way to represent the data we have gathered; are techniques to identify implicit and explicit needs based on the data

is a technique to get to know other designers; are techniques to get to know the users

is a technique to identify implicit and explicit needs based on the data; are a way to represent the data we have gathered

none of the above

20.
Question 20
In brainstorming the most important “rules” are

1 point

make sure that only good ideas are identified

to understand the user as best you can and to think like other designers

make sure that everyone identifies implicit and explicit needs

to be open minded and not dismiss any ideas

21.
Question 21
Encryption standards and security functions are examples of _________

1 point

non-functional requirements

interface types

functional requirements

alternative designs

22.
Question 22
Tangible and wearable are examples of _________

1 point

alternative designs

non-functional requirements

functional requirements

interface types

23.
Question 23
Put the following three steps in the order that affinity diagrams are carried out

1.The designers decide on what interface or interfaces can meet all of the functional requirements in one category

2.Various stake holders write down ideas on individual sticky notes

3. The designers then organize the sticky notes according to how similar they are

1 point

2, 3, 1

3, 2, 1

1, 2, 3

1, 3, 2

 

Week- 4

Prototyping

 

1.
Question 1
The following is true about low fidelity prototypes except:

1 point

They can be paper-based

They bare little resemblance to the final design

They are made of the same material as the final
product

The function does not have to be similar to the
end product

2.
Question 2
Horizontal prototypes model __________ while vertical model
___________

1 point

Breadth of design features; a few features in depth

a few features in depth ; breadth of design features

none of the design features of the final product; similar
design features to the final product

similar design features to the final product; none of the
design features of the final product

3.
Question 3
Your friend has an idea for a fantastic new mobile application
(app). She tells you that she is very excited because she has found a developer
that is eager to build the app for her. What is the best advice you can give
her?

1 point

You advise her to also find a graphic artist so that the
app is visually appealing

You advise her to develop some low fidelity prototypes
first because this is a quick and easy way to learn about ways to improve the
design of the app

You advise that a high fidelity prototype would be the
best option for this first iteration of her dream app.

You advise her to get the developer working as soon as
possible before he changes his mind

4.
Question 4
Sketching

1 point

is best when you are a skilled artist

is a free hand depiction of our design

is a high fidelity prototyping technique

requires specialized software

5.
Question 5
Prototyping is the ____________ step in the 4 step User
Interface Design cycle

a.
First

b.
Second

c.
Third

d.
Fourth

1 point

Third

First

Fourth

Second

6.
Question 6
The best example of a storyboard is

1 point

one that provides a narrative about your design

one that provides detailed images of a scenario

one that captures the features of the design

one developed by a trained artist

7.
Question 7
Card-based paper prototypes

1 point

show a sequence of interactions that occur during a low
prototyping session

are used to show a narrative of a scenario

show sequence of interactions that might occur on an
interface

require that you use 3 X5 index cards

8.
Question 8
Card-based paper prototypes, sketches and storyboards are

1 point

three examples of horizontal prototypes

three examples of high fidelity prototypes

three examples of vertical prototypes

three examples of low fidelity prototypes

9.
Question 9

In this lesson we discussed
prototyping, the previous step in the four step user interface design
cycle is ________________

1 point

User Experience

Evaluation

Requirements gathering

Design Alternatives

10.
Question 10
One of the main goals of this first lesson in this module was to

1 point

Introduce you to some examples of low-fidelity
prototyping techniques

Discuss the importance of horizontal versus vertical
prototyping

Introduce you to high fidelity prototyping techniques

Discuss the importance of vertical versus horizontal prototyping

11.
Question 11
The following is true about high fidelity prototypes except:

1 point

They are similar to the final product in
function

They are similar to the final product in form

They must be paper-based

They can be developed with specialized software

12.
Question 12
The optimal time to start high fidelity prototyping is

1 point

once low fidelity prototypes no longer provide value to
the design process

when someone offers to build one for you

when you have access to users who are willing to give you
feedback

following the design alternative phase of the user
interface design cycle

13.
Question 13
You are now ready to engage in high-fidelity prototyping of
your design idea:

1 point

You can use general purpose software to accomplish this
goal

this means you must learn how to use a specialized
prototyping tool

this requires that you hire a graphic designer to improve
your design

this requires that you can find a software developer to
build one for you

14.
Question 14
The Wizard of Oz technique

1 point

is easy to set up

is a high fidelity prototyping technique

is loved by users

requires that a human performs the task usually performed
by the computer

15.
Question 15
Prototyping is followed by which of these four steps of the User
Interface Design cycle

1 point

Evaluation

Designing Alternatives

Requirements Gathering

User experience

16.
Question 16
The proof of concept video

1 point

shows the various features of the system in a variety of
scenarios

shows how users interact with a low fidelity prototype

requires that the designer practice wizard of oz
prototyping

allows the designer to practice high-fidelity prototyping
techniques

17.
Question 17
Developing metaphors for your design

1 point

requires that you have a highly trained ”wizard”

require that you develop a proof of concept video

helps the user build a relevant mental model of how a new
design functions

allows you to teach the user about new systems

18.
Question 18
Metaphor development, Wizard of Oz technique, proof of
concept videos

1 point

are three techniques that all designers must know

are three techniques that allow the designer to improve their design

are three examples of low fidelity prototyping options

are three examples of high fidelity prototyping options

19.
Question 19
In this lesson we discussed prototyping, the previous
step in the four step user interface design cycle is ________________

1 point

Requirements gathering step

Design Alternatives step

User Experience step

Evaluation step

20.
Question 20
High fidelity prototypes

1 point

can be built by the Wizard of Oz

require that the designer know how to produce videos

can be built with the help of software engineers and graphic designers

require that the designer know how to sketch

 

 

Week- 5

Evaluation

 

1.
Question 1
Evaluation is the ____________ step in the 4 step User
Interface Design cycle

1 point

Third

Fourth

Second

First

2.
Question 2
The goal of novel design is to __________________.

1 point

Develop a novel interface

 

Provide an improved user experience

Develop a novel interaction

Practice prototyping

3.
Question 3
Formative evaluation

1 point

is typically conducted to improve the final
design

 

is typically conducted with usability studies

is typically conducted with high fidelity
prototypes

is typically conducted with low fidelity
prototypes

4.
Question 4
Summative evaluation

1 point

is typically conducted with usability studies

is typically conducted with low fidelity
prototypes

is typically conducted to improve the final
design

is typically conducted with high fidelity prototypes

5.
Question 5
Low fidelity prototyping usually lead to evaluations that
are

1 point

conducted in the wild

conducted in areas with many users

 

conducted in controlled environment

conducted by users

6.
Question 6
High fidelity prototyping usually lead to evaluations that
are

1 point

conducted by users

conducted in the wild

conducted in areas with many users

conducted in controlled environment

7.
Question 7
You meet with a colleague and she tells you that she is very
excited because the log data showed that the users found the design easy to use

1 point

you feel bad for her because you know she used a low fidelity prototype

you wonder why she used a proof of concept video for her study

you ask her what kind of software she use to build her prototype

you decide that she is the person to consult with next time you are trying to develop a card-based prototype

8.
Question 8
You know that the design is effective because the data
indicated that

1 point

the user was able to complete the task in the
same number of clicks as the expert

the user took longer to complete the task than
the expert

the user was happy with the way the design
looked

 

all the users took only 3 minutes to complete
the task

9.
Question 9
Learnability and memorability are important terms

1 point

learnability refers to how usable a design is,
while memorability refers to how useful it is

learnability refers to how useful a design is,
while memorability refers to how usable it is

learnability refers to how easy it is to carry
out a task successfully, while memorability refers to how easy it is to
remember how to use a product

 

learnability refers to how easy it is to
remember how to use a product, while memorability refers to how easy it is to
carry out a task successfully

10.
Question 10
How do you know you are done evaluating a new design?

1 point

The data shows high efficiency and high user
satisfaction

Your client tells you that your design is
excellent

The user tells you the design is excellent

You completed one round of user testing

11.
Question 11
The following statement is true

1 point

Both cognitive and emotional measure of user
satisfaction are best inferred by usability measures

Emotional measures of user satisfaction are best
inferred by memorability data

Cognitive measures of user satisfaction are best
inferred by learnability data

Both cognitive and emotional measure of user
satisfaction should be assessed by self-report

 

 

 

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