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Introduction to User Experience Design Certification Answers - Coursera

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Introduction to User Experience Design Certification Answers - Coursera

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Introduction to User Experience Design Certification Answers - Coursera

https://en.certificationanswers.com/introduction-to-user-experience-design-certification-answers/


Contains all Introduction to User Experience Design by Tech Georgia (Coursera) certification exam answers. This certification course is available for free on the Coursera platform. The file contains answers to all 5 module quizzes (over 100 questions). With this answers you can earn your user experience design certification just in 15 minutes.


Some questions:

Week 1 Overview of User Experience Design

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

  • A paper calendar is an example of an artifact that includes a user experience. A user experience involves the task a user is trying to accomplish.

  • 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.

What are the key elements of a User Interface?

  • Graphics and Sound

  • System and Task

  • User and Goals

  • Input and Output

What is the primary goal of good User Experience design?

  • A unique and innovative solution

  • An interface that is usable and useful

  • The fastest way for an expert to accomplish a task

  • The most aesthetically pleasing graphics and presentation

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

Requirements Gathering
Evaluation Alternative Designs Prototyping

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

Door
Water Fountain Spoon

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.

Which is NOT an accurate statement about a signifier?
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.

A signifier lets a user know how an action should be performed.

Which is an accurate statement about feedback?
If a design includes a good signifier, it is not necessary to provide the user with feedback. Feedback is part of the Input of a User Interface.

Feedback always includes a visual element.

Feedback tells the user the result of his or her action.

When you introduce yourself during the user engagement process, you should communicate all of the following expectations EXCEPT:
They should limit their feedback to only what you want to hear about.
They can choose to stop participating at any time. There are no right or wrong answers.

Their personal information will be kept confidential.

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

Which of the following should you NOT do at the end of the user engagement process?
Remind them of the goals of the interaction. Thank the user.

Inform them of the correct answers to any questions they got wrong.
Ask them if they have anything else to add.

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 2 Elements of Requirement Gathering

Which of the following is NOT an element of the 4-step design process for User Interface Design?
Evaluation Optimization Requirements Gathering Prototyping

Alternative Designs

Which of the following is a primary goal of requirement gathering?
Determine the fastest solution for expert users Examine the potential technology platforms Build at least three prototypes to evaluate

Understand how a user currently accomplishes the task

Which of the following is a technique for discovery used in requirements gathering?
Build a low fidelity prototype of the interface 

Draw story boards to outline your proposed interactions

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

Interview a potential user

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

In the requirements gathering process, a mixed method approach is best characterized as:
Creating an interface that allows user to accomplish the same task through their choice of multiple interaction methods Balancing the cost of the design with the needs of the user

Designing a solution that works on multiple technology platforms

 

Collecting both quantitative and qualitative data about users

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 recipient of the mobile payment The sender of the mobile payment

A cashier at a store that accepts these mobile payments

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

Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?
Focus Groups Interviews Surveys Storyboarding

Naturalistic observation

Which of the following is something we are likely to learn from a naturalistic observation?
How easy or difficult the user believes the current interaction is Ways the user thinks the interaction can be improved

Steps the user currently follows to accomplish the task
Reasons a user chooses her strategy for accomplishing a task

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

FALSE

The main pitfall of requirement gathering is not knowing all of the appropriate techniques
FALSE
TRUE

Naturalistic observations and surveys are ____________
Discovery techniques
Technique for representing findings

Discovery techniques and technique for representing findings None of the above

UI critiques and scenarios are ____________
Discovery techniques

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

Usability criteria and deduction are ____________
Discovery Techniques

Technique for representing findings

Discovery techniques and technique for representing findings

None of the above

One of the class mantras is
Design is a collaborative process Design is a creative process Design is a data driven process Design is a client-based process

Qualitative data ____________ while quantitative data _______________
provides thematic information, numerical information
is the least important information designers collect; the most important information designers collect is the most important information designers collect; the least important information designers collect provides numerical information; thematic information

Mixed method approach requires ___________________
that both primary and tertiary stakeholder data be collected
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

Primary stake holders
design the artifact

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

Secondary stake holders _____________
do not use the design directly but may do it indirectly
design the artifact

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

Tertiary stake holders ____________
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

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

Interviews __________
require no interaction with the user

are targeted conversations with individual users
are synonymous with questionnaires

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

Focus groups __________
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 are synonymous with questionnaires

Surveys are __________
are targeted conversations with individual users

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

are synonymous with questionnaires
require no interaction with the user

Interviews are more likely to take place in__________ and naturalistic observations are more likely to take
place in ________________

the field; in the lab

the lab; in the field

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 naturalistic observation her data is best described as lab based

her data is best described as quantitative

Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding ____________
social desirability bias and data collection observer bias

data collection

social desirability bias

A disadvantage of naturalistic observation is ____________
social desirability bias

social desirability bias and observer bias

observer bias

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 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 should also find out the user’s identity while she is in the field she has to make sure that the user is photographed in a positive light

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

interview focus group survey

Advantages of surveys over naturalistic observations include
more efficient data collection and ease of data analyses
better data

better understanding of the context of the user’s task

To conduct this technique you require a moderator and a note taker and possibly a media person
survey questionnaire

naturalistic observation

focus group

This technique may lead to biased data because of an influential user
naturalistic observation survey

focus group
questionnaire

Scenarios and personas are alike in that________________
They are based on qualitative data They are discovery techniques They are based on quantitative data

They present a narrative of the findings

Which of these techniques allows the designer to represent the system requirements:
Tabular Form

Hierarchical task analyses UI critique

Essential use case scenario

Week 3 Designing Alternatives

Designing Alternatives is the___________ step in the 4 step User Interface Design
Fourth First Second Third

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

The goal of novel design is to
impress our clients and users with our new ideas

improve the user experience
make more attractive interfaces

improve the layout of the user’s current interface

Designing Novel interfaces is
about pleasing our client

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

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 industrial level the interface level the societal level the output level

User experience ecosystem includes all but this component:__________
design individual group society

Improving a design
always requires considering the group level may mean that we simply interact with the user always mean creating a whole new system

may mean that we simply improve the inputs or outputs

As designers considering the cultural values of the user is
optional

always necessary
not necessary

The designs we develop should be
useful and usable
neither useful or usable but attractive useful

usable

Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle
Prototyping
User experience Requirements Gathering Evaluation

The problem space refers to  ____________
Areas that are problematic for the designer

Areas the client has identified we need to address as designers Areas the user has identified we need to address as designers

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

The goal of alternative designs is
develop more attractive designs change the user’s practices expose the user to new interfaces

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

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

Useful designs are those that
will improve the visual layout of the interface

will improve the user’s ability to complete their task
will improve the non-functional requirements will improve the functional requirements

If the user can complete the task in an effective, efficient and satisfying manner than we say the design is
novel usable functional

grounded in functional requirements

Your data from the interview you conducted showed that the users
preferred to complete the task on their mobile phone,
liked to have their friends rate their selection and
didn’t want to disclose their
Which of the following statement s true? 

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

findings 1-3 are examples of explicit needs

Functional requirements tell us
constraints on the system and its development

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

Non-functional requirements tell us
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

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

In brainstorming the most important “rules” are
to be open minded and not dismiss any ideas
make sure that everyone identifies implicit and explicit needs

to understand the user as best you can and to think like other designers make sure that only good ideas are identified

Encryption standards and security functions are examples of _________
functional requirements interface types

non-functional requirements
alternative designs

Tangible and wearable are examples of _________
interface types functional requirements alternative designs

non-functional requirements

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

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

2, 3, 1
1, 3, 2

3, 2, 1

1, 2, 3

Week 4 Prototyping

The following is true about low fidelity prototypes except:
The function does not have to be similar to the end product They can be paper-based

They bare little resemblance to the final design

They are made of the same material as the final product

Horizontal prototypes model __________ while vertical model ___________
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

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

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

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

Prototyping is the___________ step in the 4 step User Interface Design cycle
First
Second
Third
Fourth

Third Second First Fourth

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

Card-based paper prototypes
require that you use 3 X5 index cards

show sequence of interactions that might occur on an interface
show a sequence of interactions that occur during a low prototyping session are used to show a narrative of a scenario

Card-based paper prototypes, sketches and storyboards are
three examples of vertical prototypes three examples of horizontal prototypes

three examples of low fidelity prototypes
three examples of high fidelity prototypes

In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is ________________
Evaluation Requirements gathering User Experience Design Alternatives

One of the main goals of this first lesson in this module was to
Discuss the importance of vertical versus horizontal prototyping Introduce you to high fidelity prototyping techniques

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

The following is true about high fidelity prototypes except:
They can be developed with specialized software They are similar to the final product in function They are similar to the final product in form

They must be paper-based

The optimal time to start high fidelity prototyping is
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

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

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

The Wizard of Oz technique
is easy to set up

requires that a human performs the task usually performed by the computer
is a high fidelity prototyping technique is loved by users

Prototyping is followed by which of these four steps of the User Interface Design cycle
Requirements Gathering

Evaluation
Designing Alternatives User experience

The proof of concept video
shows the various features of the system in a variety of scenarios
shows how users interact with a low fidelity prototype

allows the designer to practice high-fidelity prototyping techniques requires that the designer practice wizard of oz prototyping

Developing metaphors for your design
allows you to teach the user about new systems

helps the user build a relevant mental model of how a new design functions
require that you develop a proof of concept video requires that you have a highly trained ”wizard”

Metaphor development, Wizard of Oz technique, proof of concept videos
are three techniques that all designers must know are three examples of low fidelity prototyping options are three examples of high fidelity prototyping options

are three techniques that allow the designer to improve their design

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

Design Alternatives step Evaluation step Requirements gathering step User Experience step

High fidelity prototypes
require that the designer know how to produce videos require that the designer know how to sketch

can be built by the Wizard of Oz

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

Week 5 Evaluation

Evaluation is the__________ step in the 4 step User Interface Design cycle
Fourth Third Second First

The goal of novel design is to_______________ _.
Practice prototyping Develop a novel interaction

Provide an improved user experience
Develop a novel interface

Formative 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

Summative evaluation
Is typically conducted with high fidelity prototypes
is typically conducted to improve the final design is typically conducted with low fidelity prototypes is typically conducted with usability studies

Low fidelity prototyping usually lead to evaluations that are
conducted in the wild

conducted in controlled environment conducted in areas with many users conducted by users

High fidelity prototyping usually lead to evaluations that are
conducted in areas with many users conducted by users

conducted in the wild
conducted in controlled environment

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

you ask her what kind of software she use to build her prototype 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 know that the design is effective because the data indicated that
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
all the users took only 3 minutes to complete the task the user was happy with the way the design looked

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

How do you know you are done evaluating a new design?
The data shows high efficiency and high user satisfaction
You completed one round of user testing

Your client tells you that your design is excellent The user tells you the design is excellent

The following statement is true

  • Emotional measures of user satisfaction are best inferred by memorability data

  • 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


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