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Introduction to User Experience Design Coursera Quiz Answer

User Experience Design (UX Design) plays a crucial role in creating digital experiences that are intuitive, enjoyable, and user-friendly. Whether you are new to User Experience Design or have some prior knowledge, taking a quiz on this topic can be a great way to test your understanding and learn more. In this blog post, we will provide you with some quiz answers to help you enhance your knowledge of User Experience Design. Let’s dive in!

Understanding User Experience Design

User Experience Design focuses on improving the overall experience and satisfaction users have when interacting with a product or website. It involves various aspects, such as visual design, information architecture, interaction design, and usability testing. By understanding these key elements, User Experience Design can create interfaces that meet users’ needs and expectations.

Quiz Answers

  1. What is the main goal of User Experience Design?
    • The main goal of User Experience Design is to enhance user satisfaction by improving the usability, accessibility, and overall enjoyment of a product or website.
  2. What are the key steps in the User Experience Design process?
    • The User Experience Design process typically includes user research, creating personas, defining user journeys, designing wireframes, prototyping, and conducting usability testing.
  3. Why is user research important in User Experience Design?
    • User research helps designers understand the needs, behaviors, and preferences of their target users. This information is crucial for creating user-centered designs that meet users’ expectations.
  4. What is the difference between User Interface (UI) Design and User Experience Design?
    • UI Design focuses on the visual elements and layout of a product interface, while User Experience Design encompasses the overall experience, usability, and satisfaction of users when interacting with the interface.

Overview of User Experience Design

  1. Which statement does NOT reflect a core concept of User Experience design?
  • Understanding the device or technology is the first step to good user experience design.
  1. What are the key elements of a User Interface?
  • Input and Output
  1. What is the primary goal of good User Experience design?
  • An interface that is usable and useful
  1. What is the first phase of the User Experience design cycle?
  • Requirements Gathering
  1. What everyday object does Don Norman use as a common example of bad design?
  • Door
  1. Which is NOT an accurate statement about an affordance?
  • An affordance is related to the Output of a User Interface.
  1. Which is NOT an accurate statement about a signifier?
  • A signifier always includes a textual label.
  1. Which is an accurate statement about feedback?
  • Feedback tells the user the result of his or her action.
  1. 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.
  1. Which of the following is a suggested guideline while interacting with people during the user engagement process?
  • You should adopt a neutral stance, so that the user’s response is not colored by your personal opinions.
  1. 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.
  1. In the United States, the user engagement process is considered research (and regulated as such), if:
  • All of the above.

Elements of Requirement Gathering

  1. Which of the following is NOT an element of the 4-step design process for User Interface Design?
  • Requirements Gathering
  1. Which of the following is a primary goal of requirement gathering?
  • Understand how a user currently accomplishes the task
  1. Which of the following is a technique for discovery used in requirements gathering?
  • Interview a potential user
  1. Which of the following is NOT a technique to represent the findings of the requirements gathering process?
  • Working prototype
  1. In the requirements gathering process, a mixed method approach is best characterized as:
  • Collecting both quantitative and qualitative data about users
  1. 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
  1. Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?
  • Storyboarding
  1. Which of the following is something we are likely to learn from a naturalistic observation?
  • Steps the user currently follows to accomplish the task
  1. A designer typically employs only one technique (naturalistic observation, User Experience, surveys, focus groups, OR interviews) during the requirements-gathering process.
  1. The main pitfall of requirement gathering is not knowing all of the appropriate techniques
  1. Naturalistic observations and surveys are ____________
  • Discovery techniques
  1. UI critiques and scenarios are ____________
  • Technique for representing findings
  1. Usability criteria and deduction are ____________
  • None of the above
  1. One of the class mantras is
  • Design is a data driven process
  1. Qualitative data ____________ while quantitative data _______________
  • provides thematic information, numerical information
  1. Mixed method approach requires ___________________
  • that both qualitative data and quantitative data is collected
  1. Primary stake holders
  • use the design directly
  1. Secondary stake holders _____________
  • do not use the design directly but may do it indirectly
  1. Tertiary stake holders ____________
  • may not use the design at all but are affected by it
  1. Place these techniques in order of least to most interaction between the User Experience Design and the user: survey, focus, interview, naturalistic observation,
  • naturalistic observation, survey, focus group, interview
  1. Interviews __________
  • are targeted conversations with individual users
  1. Focus groups __________
  • occur in a closed setting with a number of users conversing at the same time
  1. Surveys are __________
  • are synonymous with questionnaires
  1. Interviews are more likely to take place in ___________ and naturalistic observations are more likely to take place in ________________
  • the lab; in the field
  1. A colleague brings in data that is a handwritten 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
  1. Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding ____________
  • social desirability bias
  1. A disadvantage of naturalistic observation is ____________
  • observer bias
  1. Your colleague understands that because she is collecting naturalistic observation and she does not interact with the User Experience Design she can collect any data she wants including pictures and audio in the field. You remind her that __________
  • identifying information must be collected with the user’s permission
  1. If conducted appropriately, this technique usually leads to most in-depth insights from the user
  • interview
  1. Advantages of surveys over naturalistic observations include
  • more efficient data collection and ease of data analyses
  1. To conduct this technique you require a moderator and a note taker and possibly a media person
  • focus group
  1. This technique may lead to biased data because of an influential user
  • focus group
  1. Scenarios and personas are alike in that________________
  • They present a narrative of the findings
  1. Which of these techniques allows the designer to represent the system requirements:
  • Essential use case scenario

Designing Alternatives

  1. Designing Alternatives is the ____________ step in the 4 step User Interface Design cycle
  • Second
  1. One starts to design alternatives
  • once we have a good understanding of the user and her needs
  1. The goal of novel design is to
  • improve the user experience
  1. Designing Novel interfaces is
  • all about finding improved ways to mediate how the user accomplishes a tasks
  1. 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
  1. User experience ecosystem includes all but this component:__________
  • design
  1. Improving a design
  • may mean that we simply improve the inputs or outputs
  1. As designers considering the cultural values of the user is
  • always necessary
  1. The designs we develop should be
  • useful and usable
  1. Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle
  • Prototyping
  1. The problem space refers to ____________
  • Areas where the data indicates that we can improve the user experience
  1. The goal of alternative designs is
  • to do a better job of meeting the needs of the user than their existing practices
  1. As designers
  • our skills, sensibilities and values will influence the design space we choose
  1. Useful designs are those that
  • will improve the user’s ability to complete their task
  1. If the user can complete the task in an effective, efficient and satisfying manner than we say the design is
  • usable
  1. 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?

  • findings 1-3 are examples of explicit needs
  1. Functional requirements tell us
  • what the system should do
  1. Non-functional requirements tell us
  • constraints on the system and its development
  1. Brainstorming __________ while affinity diagrams _______________
  • is a technique to identify implicit and explicit needs based on the data; are a way to represent the data we have gathered
  1. In brainstorming the most important “rules” are
  • to be open minded and not dismiss any ideas
  1. Encryption standards and security functions are examples of _________
  • non-functional requirements
  1. Tangible and wearable are examples of _________
  • interface types
  1. 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

  • 2, 3, 1


  1. The following is true about low fidelity prototypes except:
  • They are made of the same material as the final
  1. Horizontal prototypes model __________ while vertical model ___________
  • Breadth of design features; a few features in depth
  1. 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 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
  1. Sketching
  • is a free hand depiction of our design
  1. Prototyping is the ____________ step in the 4 step User Interface Design cycle

a. First

b. Second

c. Third

d. Fourth

  • Third
  1. The best example of a storyboard is
  • one that provides a narrative about your design
  1. Card-based paper prototypes
  • show sequence of interactions that might occur on an interface
  1. Card-based paper prototypes, sketches and storyboards are
  • three examples of low fidelity prototypes
  1. In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is ________________
  • Design Alternatives
  1. One of the main goals of this first lesson in this module was to
  • Introduce you to some examples of low-fidelity prototyping techniques
  1. The following is true about high fidelity prototypes except:
  • They must be paper-based
  1. The optimal time to start high fidelity prototyping is
  • once low fidelity prototypes no longer provide value to the design process
  1. You are now ready to engage in high-fidelity prototyping of your design idea: 
  • You can use general purpose software to accomplish this goal
  1. The Wizard of Oz technique
  • requires that a human performs the task usually performed by the computer
  1. Prototyping is followed by which of these four steps of the User Interface Design cycle
  • Evaluation
  1. The proof of concept video
  • shows the various features of the system in a variety of scenarios
  1. Developing metaphors for your design
  • helps the user build a relevant mental model of how a new design functions
  1. Metaphor development, Wizard of Oz technique, proof of concept videos
  • are three techniques that allow the designer to improve their design 
  1. In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is ________________
  • Design Alternatives step
  1. High fidelity prototypes
  • can be built with the help of software engineers and graphic designers


  1. Evaluation is the ____________ step in the 4 step User Interface Design cycle
  • Fourth
  1. The goal of novel design is to __________________.
  • Provide an improved user experience
  1. Formative evaluation
  • is typically conducted with low fidelity prototypes
  1. Summative evaluation
  • is typically conducted with high fidelity prototypes
  1. Low fidelity prototyping usually lead to evaluations that are
  • conducted in controlled environment
  1. High fidelity prototyping usually lead to evaluations that are
  • conducted in the wild
  1. 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 ask her what kind of software she use to build her prototype 
  1. You know that the design is effective because the data indicated that 
  • the user was able to complete the task in the same number of clicks as the expert
  1. Learnability and memorability are important terms
  • 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
  1. How do you know you are done evaluating a new design?
  • The data shows high efficiency and high user satisfaction
  1. The following statement is true
  • Both cognitive and emotional measure of user satisfaction should be assessed by self-report
If You want to know about "User Experience Design", then you can visit my original Course. The Link has been provided below.


By understanding the answers to these quiz questions, you have gained valuable insights into the world of User Experience Design. Remember, User Experienceu Design is an ongoing process, and continuous learning is key to its success. If you want to delve deeper into this topic, consider exploring online courses, reading books, or joining UX Design communities to learn from experts and fellow enthusiasts. Happy designing!

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