Introduction to User Experience Design - Coursera Course Quiz Answers

Introduction to User Experience Design course by Georgia Institute of Technology available on Coursera

Week 01: Overview of User Experience Design

Q1. Which statement does NOT reflect a core concept of User Experience design?

  • A user interacts with a device or technology through an interface.
  • 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.

Q2. What are the key elements of a User Interface?

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

Q3 .What is the primary goal of good User Experience design?

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

Q4. What is the first phase of the User Experience design cycle?

  • Prototyping
  • Requirements Gathering
  • Evaluation
  • Alternative Designs

Q5. What everyday object does Don Norman use as a common example of bad design?

  • Water Fountain
  • Telephone
  • Spoon
  • Door

Q6. Which is NOT an accurate statement about an affordance?

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

Q7. Which is NOT an accurate statement about a signifier?

  • A signifier always includes a textual label.
  • 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 communicates to a user what actions are possible.

Q8. Which is an accurate statement about feedback?

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

Q9. When you introduce yourself during the user engagement process, you should communicate all of the following expectations EXCEPT:

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

Q10. Which of the following is a suggested guideline while interacting with people during the user engagement process?

  • You should stick exactly to a written script when communicating with the user.
  • You should adopt a neutral stance, so that the user’s response is not colored by your personal opinions.
  • 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.
  • You should let users know when they reinforce or contradict one of your design assumptions.

Q11. Which of the following should you NOT do at the end of the user engagement process?

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

Q12. In the United States, the user engagement process is considered research (and regulated as such), if:

  • 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 02: Elements of Requirement Gathering

Q1. Which of the following is NOT an element of the 4-step design process for User Interface Design?

  • Prototyping
  • Evaluation
  • Optimization
  • Requirements Gathering
  • Alternative Designs

Q2. Which of the following is a primary goal of requirement gathering?

  • Build at least three prototypes to evaluate
  • Understand how a user currently accomplishes the task
  • Determine the fastest solution for expert users
  • Examine the potential technology platforms

Q3. Which of the following is a technique for discovery used in requirements gathering?

  • Interview a potential user
  • Draw story boards to outline your proposed interactions
  • Determine the specifications of the technology, such as screen resolution and battery life.
  • Build a low fidelity prototype of the interface

Q4. Which of the following is NOT a technique to represent the findings of the requirements gathering process?

  • Hierarchical Task Analysis
  • User Persona
  • Scenario
  • Working prototype

Q5. In the requirements gathering process, a mixed method approach is best characterized as:

  • Collecting both quantitative and qualitative data about users
  • Balancing the cost of the design with the needs of the user
  • Designing a solution that works on multiple technology platforms
  • Creating an interface that allows user to accomplish the same task through their choice of multiple interaction methods

Q6. 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?

  • The sender’s bank, where the money is drawn from
  • The sender of the mobile payment
  • A cashier at a store that accepts these mobile payments
  • The recipient of the mobile payment

Q7. Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?

  • Storyboarding
  • Naturalistic observation
  • Focus Groups
  • Surveys
  • Interviews

Q8. Which of the following is something we are likely to learn from a naturalistic observation?

  • Steps the user currently follows to accomplish the task
  • How easy or difficult the user believes the current interaction is
  • Ways the user thinks the interaction can be improved
  • Reasons a user chooses her strategy for accomplishing a task

Q9. A designer typically employs only one technique (naturalistic observation, surveys, focus groups, OR interviews) during the requirements gathering process.

  • TRUE
  • FALSE

Q10. The main pitfall of requirement gathering is not knowing all of the appropriate techniques

  • TRUE
  • FALSE

Q11. Naturalistic observations and surveys are _________________

  • Discovery techniques
  • Technique for representing findings
  • Discovery techniques and technique for representing findings
  • None of the above

Q12. UI critiques and scenarios are _________________

  • Discovery techniques
  • Technique for representing findings
  • Discovery techniques and techniques for representing findings
  • None of the above

Q13. Usability criteria and deduction are _________________

  • Discovery Techniques
  • Technique for representing findings
  • Discovery techniques and technique for representing findings
  • None of the above

Q14. One of the class mantras is

  • Design is a client-based process
  • Design is a data driven process
  • Design is a collaborative process
  • Design is a creative process

Q15. Qualitative data _________________ while quantitative data _________________

  • is the least important information designers collect; the most important information designers collect
  • provides thematic information, numerical information
  • provides numerical information; thematic information
  • is the most important information designers collect; the least important information designers collect

Q16. Mixed method approach requires _________________

  • that both primary and tertiary stakeholder data be collected
  • that both qualitative data and quantitative data is collected
  • the designer to collect data from the client and the stakeholder
  • that qualitative and quantitative data be alternated in a systematic manner

Q17. Primary stake holders

  • 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
  • design the artifact

Q18. Secondary stake holders _________________

  • design the artifact
  • do not use the design directly but may do it indirectly
  • may not use the design at all but are affected by it
  • use the design directly

Q19. Tertiary stake holders _________________

  • 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
  • design the artifact

Q20. Place these techniques in order of least to most interaction between the designer and the user: survey, focus, interview, naturalistic observation,

  • focus group, interview, survey, naturalistic observation
  • survey, naturalistic observation, focus group, interview
  • naturalistic observation, survey, focus group, interview
  • naturalistic observation, focus group, survey, interview

Q21. Interviews _________________

  • are synonymous with questionnaires
  • are targeted conversations with individual users
  • occur in a closed setting with a number of users conversing at the same time
  • require no interaction with the user

Q22. Focus groups _________________

  • are synonymous with questionnaires
  • occur in a closed setting with a number of users conversing at the same time
  • require no interaction with the user
  • are targeted conversations with individual users

Q23. Surveys are _________________

  • 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

Q24. Interviews are more likely to take place in _________________ and naturalistic observations are more likely to take place in _________________

  • the lab; in the field
  • the field; in the lab

Q25. 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

  • her data is best described as qualitative
  • her data is best described as lab based
  • her data is best described as naturalistic observation
  • her data is best described as quantitative

Q26. Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding _________________

  • observer bias
  • social desirability bias
  • data collection
  • social desirability bias and data collection

Q27. A disadvantage of naturalistic observation is _________________

  • social desirability bias
  • social desirability bias and observer bias
  • observer bias

Q28. 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 _________________

  • she should also find out the user’s identity while she is in the field
  • she is lucky that privacy is not a consideration since the user is in a public space
  • identifying information must be collected with the user’s permission
  • she has to make sure that the user is photographed in a positive light

Q29. If conducted appropriately, this technique usually leads to most in-depth insights from the user

  • interview
  • naturalistic observation
  • focus group
  • survey

Q30. Advantages of surveys over naturalistic observations include

  • better understanding of the context of the user’s task
  • more efficient data collection and ease of data analyses
  • better data

Q31. To conduct this technique you require a moderator and a note taker and possibly a media person

  • survey
  • focus group
  • questionnaire
  • naturalistic observation

Q32.This technique may lead to biased data because of an influential user

  • naturalistic observation
  • survey
  • focus group
  • questionnaire

Q33. Scenarios and personas are alike in that _________________

  • They are discovery techniques
  • They are based on qualitative data
  • They present a narrative of the findings
  • They are based on quantitative data

Q34. Which of these techniques allows the designer to represent the system requirements:

  • UI critique
  • Hierarchical task analyses
  • Tabular Form
  • Essential use case scenario

Week 03: Designing Alternatives

Q1. Designing Alternatives is the _________________ step in the 4 step User Interface Design cycle

  • Second
  • Fourth
  • Third
  • First

Q2. One starts to design alternatives

  • 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

Q3. The goal of novel design is to

  • impress our clients and users with our new ideas
  • improve the layout of the user’s current interface
  • make more attractive interfaces
  • improve the user experience

Q4. Designing Novel interfaces is

  • about make more attractive interfaces
  • all about finding improved ways to mediate how the user accomplishes a tasks
  • about practicing all of the techniques we have learned in this course
  • about pleasing our client

Q5. 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 _________________

  • the societal level
  • the industrial level
  • the interface level
  • the output level

Q6. User experience ecosystem includes all but this component:_________________

  • individual
  • group
  • design
  • society

Q7. Improving a design

  • may mean that we simply interact with the user
  • may mean that we simply improve the inputs or outputs
  • always requires considering the group level
  • always mean creating a whole new system

Q8. As designers considering the cultural values of the user is

  • optional
  • not necessary
  • always necessary

Q9. The designs we develop should be

  • neither useful or usable but attractive
  • usable
  • useful
  • useful and usable

Q10. Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle

  • Prototyping
  • Requirements Gathering
  • Evaluation
  • User experience

Q11. The problem space refers to _________________

  • Areas the client has identified we need to address as designers
  • Areas that are problematic for the designer
  • Areas where the data indicates that we can improve the user experience
  • Areas the user has identified we need to address as designers

Q12. The goal of alternative designs is

  • develop more attractive designs
  • to do a better job of meeting the needs of the user than their existing practices
  • expose the user to new interfaces
  • change the user’s practices

Q13. As designers

  • we are impartial to our preferences
  • our skills, sensibilities and values will not influence the design space we choose
  • our skills, sensibilities and values will influence the design space we choose
  • we listen to what the users want us to build

Q14. Useful designs are those that

  • will improve the functional requirements
  • will improve the user’s ability to complete their task
  • will improve the visual layout of the interface
  • will improve the non-functional requirements

Q15. If the user can complete the task in an effective, efficient and satisfying manner than we say the design is

  • novel
  • grounded in functional requirements
  • usable
  • functional

Q16. 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 statements true?
  • findings 1-3 are examples of explicit needs
  • findings 1-3 are examples of implicit needs
  • findings 1-3 are neither examples of explicit or implicit needs
  • findings 1-3 are both examples of explicit and implicit needs

Q17. Functional requirements tell us

  • constraints on the system but not its development
  • constraints on the system and its development
  • what the system might do
  • what the system should do

Q18. Non-functional requirements tell us

  • what the system might do
  • constraints on the system and its development
  • what the system should do
  • constraints on the system but not its development

Q19. Brainstorming _________________ while affinity diagrams _________________

  • a way to represent the data we have gathered; are techniques to identify implicit and explicit needs based on the data
  • none of the above
  • is a technique to identify implicit and explicit needs based on the data; are a way to represent the data we have gathered
  • is a technique to get to know other designers; are techniques to get to know the users

Q20. In brainstorming the most important “rules” are

  • make sure that everyone identifies implicit and explicit needs
  • to understand the user as best you can and to think like other designers
  • to be open minded and not dismiss any ideas
  • make sure that only good ideas are identified

Q21. Encryption standards and security functions are examples of _________________

  • alternative designs
  • non-functional requirements
  • functional requirements
  • interface types

Q22.Tangible and wearable are examples of _________________

  • interface types
  • non-functional requirements
  • functional requirements
  • alternative designs

Q23. 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, 3, 2
  • 2, 3, 1
  • 3, 2, 1
  • 1, 2, 3

Week 04: Prototyping

Q1. The following is true about low fidelity prototypes except:

  • They can be paper-based
  • They bare little resemblance to the final design
  • The function does not have to be similar to the end product
  • They are made of the same material as the final product

Q2. Horizontal prototypes model _________________ while vertical model _________________

  • similar design features to the final product; none of the design features of the final product
  • none of the design features of the final product; similar design features to the final product
  • a few features in depth ; breadth of design features
  • Breadth of design features; a few features in depth

Q3. 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?

  • You advise her to get the developer working as soon as possible before he changes his mind
  • You advise that a high fidelity prototype would be the best option for this first iteration of her dream app.
  • 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 her to also find a graphic artist so that the app is visually appealing

Q4. Sketching

  • is a high fidelity prototyping technique
  • requires specialized software
  • is best when you are a skilled artist
  • is a free hand depiction of our design

Q5. Prototyping is the _________________ step in the 4 step User Interface Design cycle

  1. First
  2. Second
  3. Third
  4. Fourth
  • Fourth
  • Third
  • Second
  • First

Q6. The best example of a storyboard is

  • one that provides detailed images of a scenario
  • one that captures the features of the design
  • one developed by a trained artist
  • one that provides a narrative about your design

Q7. Card-based paper prototypes

  • require that you use 3 X5 index cards
  • show a sequence of interactions that occur during a low prototyping session
  • show sequence of interactions that might occur on an interface
  • are used to show a narrative of a scenario

Q8. Card-based paper prototypes, sketches and storyboards are

  • three examples of high fidelity prototypes
  • three examples of vertical prototypes
  • three examples of low fidelity prototypes
  • three examples of horizontal prototypes

Q9. In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is _________________

  • User Experience
  • Requirements gathering
  • Design Alternatives
  • Evaluation

Q10. One of the main goals of this first lesson in this module was to

  • Discuss the importance of vertical versus horizontal prototyping
  • Discuss the importance of horizontal versus vertical prototyping
  • Introduce you to high fidelity prototyping techniques
  • Introduce you to some examples of low-fidelity prototyping techniques

Q11. The following is true about high fidelity prototypes except:

  • They must be paper-based
  • They are similar to the final product in form
  • They can be developed with specialized software
  • They are similar to the final product in function

Q12. The optimal time to start high fidelity prototyping is

  • when you have access to users who are willing to give you feedback
  • following the design alternative phase of the user interface design cycle
  • once low fidelity prototypes no longer provide value to the design process
  • when someone offers to build one for you

Q13. You are now ready to engage in high-fidelity prototyping of your design idea:

  • this requires that you hire a graphic designer to improve your design
  • 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 can find a software developer to build one for you

Q14. The Wizard of Oz technique

  • 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

Q15. Prototyping is followed by which of these four steps of the User Interface Design cycle

  • User experience
  • Evaluation
  • Designing Alternatives
  • Requirements Gathering

Q16. The proof of concept video

  • shows how users interact with a low fidelity prototype
  • shows the various features of the system in a variety of scenarios
  • allows the designer to practice high-fidelity prototyping techniques
  • requires that the designer practice wizard of oz prototyping

Q17. Developing metaphors for your design

  • 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
  • requires that you have a highly trained ”wizard

Q18. Metaphor development, Wizard of Oz technique, proof of concept videos

  • are three examples of high fidelity prototyping options
  • are three techniques that allow the designer to improve their design
  • are three examples of low fidelity prototyping options
  • are three techniques that all designers must know

Q19. In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is _________________

  • User Experience step
  • Design Alternatives step
  • Requirements gathering step
  • Evaluation ste

Q20. High fidelity prototypes

  • can be built by the Wizard of Oz
  • can be built with the help of software engineers and graphic designers
  • require that the designer know how to produce videos
  • require that the designer know how to sketch

Week 05: Evaluation

Q1. Evaluation is the _________________ step in the 4 step User Interface Design cycle

  • Fourth
  • Third
  • Second
  • First

Q2. The goal of novel design is to _________________.

  • Provide an improved user experience
  • Practice prototyping
  • Develop a novel interaction
  • Develop a novel interface

Q3. Formative evaluation

  • is typically conducted with low fidelity prototypes
  • is typically conducted with high fidelity prototypes
  • is typically conducted to improve the final design
  • is typically conducted with usability studies

Q4. Summative evaluation

  • 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

Q5. Low fidelity prototyping usually lead to evaluations that are

  • conducted by users
  • conducted in areas with many users
  • conducted in controlled environment
  • conducted in the wild

Q6. High fidelity prototyping usually lead to evaluations that ar

  • conducted by users
  • conducted in the wild
  • conducted in areas with many users
  • conducted in controlled environment

Q7. 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 us

  • 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

Q8. You know that the design is effective because the data indicated that

  • all the users took only 3 minutes to complete the task
  • the user took longer to complete the task than the expert
  • the user was able to complete the task in the same number of clicks as the expert
  • the user was happy with the way the design looked

Q9. Learnability and memorability are important terms

  • 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
  • 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 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

Q10. How do you know you are done evaluating a new design?

  • You completed one round of user testing
  • The user tells you the design is excellent
  • The data shows high efficiency and high user satisfaction
  • Your client tells you that your design is excellent

Q11. The following statement is true

  • Both cognitive and emotional measure of user satisfaction are best inferred by usability measures
  • 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
  • Emotional measures of user satisfaction are best inferred by memorability data

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