About this Course:

Module 1 Quiz Answers
Q1. Which of the following is NOT a reason why building
products with great UX is hard?
- You
are not the user
- Computers
are weird
- Software
is (usually) complex
- There
is no known process that we can follow to create good UX
Q2. True or false: You need to have a degree in psychology
in order to understand the principles behind good UX.
- True
- False
Q3. True or false: “User Experience” only describes the
experience that people have while actually using a product, and not other
related experiences like acquiring the product or fixing it when it breaks.
- True
- False
Q4. True or false: One of your goals in designing products
with a good user experience should be to fail as early and often as possible.
- True
- False
Q5. Which of the following is not a phase in the iterative
design process?
- Build
- Design
- Stylize
- Assess
Q6. A model of the design process that shows both the
iterative nature and also how it progresses towards an end goal is:
- The
spiral model
- The
waterfall model
- The
hub-and-spoke model
- The
wave model
Q7. Interviews, Observations, Surveys, User Testing, and Inspection
Methods are all examples of:
- Common
UX mistakes
- UX
Design methods
- UX
Research methods
- UX
Marketing methods
Q8. Which of the following components of UX were discussed
in this week’s lectures? Check all that apply.
- Value
- Usability
- Desirability
- Adoptability
- Scrollability
- Monetizability
Q9. Which of the following s would be most relevant to the
UX criterion of “Adoptability”?
- Where
do users currently look for products or services like the one we will
offer?
- Do
users prefer bright or muted colors for graphics in this product category?
- How
much would people be willing to pay for the product or service we plan to
offer?
- What
percentage of people succeed in completing key tasks using the product?
Q10. True or false: In this course, you will “get your hands
dirty” and gain hands-on experience with UX Research and Design methods.
- True
- False
Introduction to User Experience Principles and Processes
Week 2 Quiz Answers
UX Design Overview, Part 1
Q1. True or false: In UX, “Design” is concerned only with
the aesthetic (or beauty-related) aspects of products.
- True
- False
Q2. Which of the following is not part of a
typical UX design process?
- Understanding
the problem
- Generating
possible solutions
- Establishing
the sale price for a product
- Assessing
prototypes and finding new problems
Q3. _____________ means “to make an idea real or concrete.”
- Assessment
- Communication
- Reification
- Reflection
Q4. According to Bill Moggridge, “A representation of a
design, made before the final solution exists” is called a:
- Time
capsule
- Prototype
- Brainstorm
- Design
representation
Q5. Which of the following is not an
advantage of lo-fi prototyping?
- You
can identify problems before investing significant resources into a design
direction.
- You
can work out aspects of graphic design such as fonts and color schemes,
which have the largest impact on user experience.
- Stakeholders
are more likely to give honest feedback if they perceive that design ideas
are “sketchy” rather than highly polished.
- Lo-fi
prototypes are easy to change, allowing you to iterate more rapidly than
you could if you were creating more complex prototypes.
Q6. Bill Buxton claims that __________ is not just a
byproduct of design, but is central to design thinking and learning.
- Sketching
- Beauty
- Functionality
- User
Testing
Q7. True or false: it is important to be good at drawing to
use sketching in UX Design.
- True
- False
Q8. True or false: in the “generation” phase, your goal
should be to sketch many different design ideas rather than to perfect a single
idea.
- True
- False
Q9. True or false: when sketching to come up with different
design solutions, you should stop the first time you run out of ideas.
- True
- False
Q10. Brainstorming, morphological analysis, and “the worst
idea” are examples of what kind of technique?
- Ideation
- Lo-fi
prototyping
- Convergence
- Poor
Introduction to User Experience Principles and Processes
Week 3 Quiz Answers
Module 3 Quiz Answers
Q1. The “central vision” portion of the human field of view,
in which people can read text and recognize details in images, is approximately
how wide?
- 5°
- 18°
- 30°
- 180°
Q2. The pattern of eye fixations that people perform when
processing a web page has been shown to resemble what shape?
- A
circle
- A
spiral
- The
letter ‘F’
- The
letter ‘Z’
Q3. The effect that makes it easy to recognize objects in a
visual field that differ from their background and all other objects in simple
visual features like color and texture is called:
- saccade
- gestalt
- brightness
- pop-out
Q4. Which of the following is not considered
a primitive visual feature that is processed in the first, and fastest, stage
of visual processing?
- angle
of intersection
- proximity
- shade/contrast
- motion
Q5. According to the original research on short-term memory,
how many “items” can a person retain in short-term memory at one time?
- One
or two
- About
7
- About
10
- There
is no measurable limit
Q6. A collection of associated concepts in long-term memory
is called what?
- A
thought
- A
schema
- A
mule
- A
gestalt
Q7. Which of the following does not impact
the likelihood that something in long-term memory will be recalled?
- strength
of association
- frequency
of use
- recency
of use
- accuracy
of information
Q8. About how long does an item remain in short-term memory
if it is not actively maintained through rehearsal?
- Less
than one second
- A
few seconds
- A
few minutes
- Up
to an hour
Q9. The recommendation “keep lists of options short” is
given because:
- short
lists load faster on a web page.
- designing
long lists of options is a waste of time because most users will only ever
choose one or two of them.
- due
to the limits of short-term memory, users will have forgotten the first
items by the time they’ve gotten to the end of a long list.
- long
lists exceed users’ useful field of view, and they aren’t able to scan
them effectively using saccades.
Q10. In the context of this lesson, the use of consistency,
standards, and metaphor is recommended because:
- people
are afraid of things that are new and different.
- they
allow a design to take advantage of users’ existing schema.
- they
are typically required by platform guideline documents.
- borrowing
ideas from others is easier than coming up with your own.
Introduction to User Experience Principles and Processes
Week 4 Quiz Answers
Module 4 Answers
Q1. Write the stages of action in the correct order in the
text box below. There is no need to number them, and feel free to separate each
stage with a comma:
- Interpreting
the State of the World
- Selecting
the Action
- Evaluating
the Outcome
- Executing
the Action
- Forming
the Intention
- Perceiving
the State of the World
Q2. If a user of a system is unable to find an option for
action that they believe will move them closer to achieving their goal, we
would say that the system fails to bridge:
- The
Gulf of Inspection
- The
Gulf of Expectation
- The
Gulf of Execution
- The
Gulf of Evaluation
Q3. If a user of a system is unable to determine whether an
action they took helped to move them closer to achieving their goal, we would
say that the system fails to bridge:
- The
Gulf of Inspection
- The
Gulf of Expectation
- The
Gulf of Evaluation
- The
Gulf of Execution
Q4. A feature of an environment or system that, by its shape
and appearance, suggests to a person that a particular action could be taken is
called:
- An
affordance
- A
signal
- A
constraint
- A
signpost
Q5. A feature of an environment or system that communicates
through verbiage or imagery what will happen if an action is taken is called:
- A
signifier
- A
signal
- Feedback
- An
icon
Q6. A change in an environment or system that indicates that
a user’s action was recognized and communicates the result of that action is
called:
- Response
time
- A
signal
- Feedback
- A
dialogue box
Q7. Reducing the set of available actions to only those that
are possible given a particular state of the system would be an example of
applying:
- Feedback
- Constraints
- Conceptual
Models
- Mapping
Q8. By helping users form effective ________, we can help
users to predict the results of actions they haven’t yet performed using a
system.
- system
images
- assumptions
- feedback
- conceptual
model
Introduction to User Experience Principles and Processes
Week 5 Quiz Answers
Module 5 Answers
Q1. Neilsen’s set of 10 heuristics was designed to meet all
of the following criteria except:
- The
heuristics are exhaustive and detailed enough to tell a designer exactly
what elements to include in every possible part of every possible user
interface
- The
heuristics are applicable to a wide range of different platforms and
interaction modalities (e.g., mouse-and-keyboard, touch-based mobile,
speech)
- The
heuristics are compact enough to be taught to a non-expert within a few
hours
- The
heuristics are backed up by systematic research showing that the set of
heuristics could explain a range of usability problems observed across
numerous usability tests with multiple systems
Q2. For a system’s response to user input to be perceived as
“instantaneous” by the user, what is the maximum time that can elapse between
the user’s action and the system response?
- 10
milliseconds
- 100
milliseconds
- 1
second
- 1
minute
Q3. Using obscure system codes or non-intuitive imagery to
represent system features and/or feedback violates which heuristic?
- User
control and freedom
- Flexibility
and efficiency of use
- Aesthetic
and minimalist design
- Match
between system and the real world
Q4. Because some users learn how to use a system through
trial and error, it is important to:
- provide
extensive documentation to ensure that users always do the right thing
- force
users to undergo training before using a system so they don’t break
anything
- provide
users with only one option at a time so that they cannot make mistakes
- support
“undo” and “redo” to help users recover from mistakes
Q5. According to Nielsen’s heuristics, “platform standards”
are important to support in user interface design because:
- Platform
standards are always better than anything you could come up with on your
own
- Supporting
standards allows users to leverage “schemas” they have developed through
prior experiences with similar systems
- Platform
owners may refuse to allow your system to run on their platform if you do
not conform
- You
can use pre-existing code libraries, which saves development time
Q6. Some web forms give instantaneous feedback about the
validity of data entered into a form field every time a user types a character.
This type of “in-process feedback” helps usability because:
- It
can be used to manipulate users into providing data they didn’t intend to
provide
- It
encourages users to look up help and documentation to understand how the
system works
- It
helps prevent errors before they happen
- It
keeps users focused on the current task rather than getting distracted
Q7. According to Wikipedia, a “direct manipulation
interface” is one that features “continuous representation of objects of
interest and rapid, reversible, and incremental actions and feedback.” The
“continuous representation of objects of interest” is best aligned with which principle
of good UI design?
- Prevent
errors before they happen
- Support
recognition over recall
- Employ
aesthetic and minimalist design
- Support
user control and freedom
Q8. A recommended technique for supporting “flexibility and
efficiency of use” is:
- the
use of keyboard “accelerator” shortcuts
- make
sure all commands are represented graphically on the screen
- streamline
the design to minimize page load times
- eliminate
as many commands as possible to prevent possible errors
Q9. From a usability point of view, it’s important to use an
“aesthetic and minimalist design” because:
- a
pleasing design can increase brand awareness, which can increase sales
- reducing
clutter and organizing information makes it easier for people to find what
they are looking for
- a
simpler design is more cost-effective to develop and maintain
- an
ugly design will provoke users to make errors on purpose, as a form of
protest
Q10. Nielsen provides several recommendations for help and
documentation. Which of the following is not one of his
recommendations?
- help
should be focused on users’ tasks
- help
should be small and searchable
- help
should include step-by-step instructions
- help should be written from the system developers’ point of view
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