UI - UX Question Bank GTU
UI - UX Question Bank GTU
User Experience (UX) refers to the overall interaction a user has with a product, system, or
service, including how easy, efficient, and pleasant the experience is. UX focuses on improving the
usability, accessibility, and enjoyment a user derives when interacting with a product.
Importance of UX Design:
1. Usability:
○ Refers to how easily users can accomplish tasks using a product.
○ Components include ease of learning, efficiency, and error avoidance.
2. Emotional Impact:
○ The feelings that arise from using a product, such as joy, delight, or frustration.
○ Positive emotional responses increase user engagement.
3. Meaningfulness:
○ How a product integrates into the user's life over time.
○ For example, smartphones become meaningful tools that users rely on daily for
communication and personal tasks.
4. Accessibility:
○ Ensures that products are usable by all people, including those with disabilities.
○ Accessibility features include screen readers, voice commands, and customizable
interfaces.
Definition The visual and interactive The overall experience a user has with a
elements of a product. product.
Focus Looks, design, and layout of the Functionality, usability, and ease of use.
product’s interface.
Goal Make the interface visually Enhance the user's interaction and
appealing and easy to navigate. satisfaction.
Key Elements Typography, color schemes, User research, task flows, wireframes,
buttons, icons, layouts. usability testing.
Example Designing a login button’s style Ensuring the login process is quick and
and placement. intuitive.
Responsibility Ensures the product is appealing Ensures the product meets user needs
and visually coherent. and is easy to use.
Relation to Focuses on how the product Focuses on how the product works.
Product looks and feels.
Definition The design of the The overall experience a The broader study of how
product’s visual user has when interacting humans interact with
interface and interactive with a product. computers and technology.
elements.
Focus Looks and feel of the Usability, accessibility, Creating systems that are
product (e.g., layout, and satisfaction during useful, safe, and efficient.
color, buttons). the interaction.
Prototyping is a crucial part of the UX lifecycle because it allows designers to test and validate
design ideas before investing in full-scale development. Key benefits of prototyping include:
A process is essential for ensuring reliability and consistency in complex system development. It
provides:
2. Design Solutions Sub-activities: Create potential designs that meet user needs.
● Generative design: Ideation, sketching, and creating low-fidelity prototypes.
● Conceptual design: Develop mental models, storyboards, and low-fidelity
prototypes.
● Intermediate design: Create wireframes, mockups, and scenarios for detailed
evaluation.
● Design production: Finalize high-fidelity designs for implementation.
4. Evaluate UX Sub-activities: Test and refine designs based on user feedback and
performance.
● Collect evaluation data: Use testing methods (e.g., usability testing) to collect user
feedback.
● Analyze data: Identify patterns, critical incidents, and areas for improvement.
● Propose redesigns: Use findings to adjust the design.
● Report results: Document findings for team members and stakeholders.
4. What are the basic process components for UX? Explain UX Design
Lifecycle in brief with a diagram.
● The UX lifecycle is iterative, involving continuous feedback and improvement at each stage.
Diagram:
Some of the most important UX design techniques that are viewed as generic skills include:
6. Explain why a UX Design team should have people with diverse skills and
backgrounds. Briefly discuss a real-world example where such a team can
have a positive impact on the design of a product.
A UX Design team should have people with diverse skills and backgrounds because:
● Broader Perspectives: Different backgrounds lead to a wider range of ideas and solutions.
● Comprehensive Problem-Solving: Team members with different expertise (e.g.,
designers, developers, psychologists) can address issues from multiple angles.
● Better User Understanding: Diverse teams are better able to empathize with a wide
variety of users, leading to more inclusive and accessible designs.
Real-World Example: When designing the Airbnb app, the team brought together people from
design, business, and software development. This multidisciplinary team helped them create an
app that is both user-friendly for customers and aligned with business goals. The result was a
product that made booking accommodations seamless and accessible globally.
● Change: Project requirements and conditions often evolve, which creates a gap between
the designer’s understanding and the actual needs.
● External Changes: Advancements in technology or shifts in client focus can disrupt a
project.
● Communication Problems: Users may not articulate their needs fully due to a lack of
technical knowledge.
● Responding to Feedback: The designer's understanding of real requirements needs
constant updating to close gaps.
a. Sprint:
In Agile, a sprint is a time-boxed development cycle, typically lasting 1-4 weeks, where a specific set
of tasks is completed. The goal is to deliver a usable product increment by the end of each sprint.
b. Chunking:
The practice of breaking down a project into smaller, manageable pieces or tasks, enabling iterative
feedback and adaptation. This is key to agility in software development.
c. Participatory Design:
A design methodology where users actively participate in the design process, involving them in
ideation, sketching, and feedback to ensure the product meets their real-world needs.
3. Briefly explain the old waterfall SE lifecycle process and describe its
limitations.
Limitations:
Flexibility Hard to change once Easy to adapt to new Somewhat flexible but
started needs still structured
Aspect Waterfall Approach Agile UX Model Traditional UX Model
User Involvement Little user input after Users are involved Users involved mainly
requirements throughout the at the beginning
process
5. With the help of a neat diagram, discuss the Funnel Model of Agile UX and its
main features.
The Funnel Model: A visualization of the UX process within an agile framework, separating
activities into two stages:
○ Early Funnel Activities: Focus on upfront analysis and conceptual design before
syncing with software engineering (SE) sprints.
○ Late Funnel Activities: Involves synchronizing UX with SE in small scope,
delivering feature-level designs during agile sprints.
● Scope: The width of the funnel represents the scope—wider in the early stages for
conceptual design, narrowing in the late stages for feature design.
● Speed and Rigor: The horizontal length represents time, with early stages taking longer
and requiring more rigorous methods, while late stages involve faster, smaller-scope
iterations.
Unit 4
● Scope: The breadth and depth of work covered in a project, defining how large or small a
piece of functionality is delivered in each iteration.
● Rigor: The degree of formality, thoroughness, and precision applied to research, design, or
any part of the project. Higher rigor is needed for complex, high-risk systems.
2. Briefly discuss the factors that influence rigor during agile project
development.
a. Risk:
The potential for project failure, unmet requirements, or noncompliance with safety or legal
constraints.
b. Inspection (UX):
A method of evaluating the usability and design quality of a system by systematically reviewing its
user interface.
4. Write a short note on the scope of delivery in UX.
The scope of delivery in UX refers to how designs are delivered in manageable chunks that are
ready for agile implementation.
● Large Scope: Involves delivering large chunks of functionality (e.g., entire features or
systems).
● Small Scope: Delivers smaller, iterative chunks (e.g., one feature at a time), which is
common in agile processes.
Purpose Made for regular consumers to use Built for businesses to improve their
and enjoy. operations.
Focus Focuses on being easy to use and Focuses on being efficient and handling
attractive. complex tasks.
Design Looks good and simple for users to Prioritizes functionality and integrates
interact with. with company systems.
Scalability Can handle a growing number of Built to manage large amounts of data
users but on a smaller scale. and operations.
Updates Regular updates for new features Regular maintenance and long-term
and to keep users engaged. support for business use.
Examples Mobile apps like Instagram, or Business tools like SAP, Salesforce, or
websites like Amazon. company management systems.
Unit 5
● Work: Refers to the user's goal or what needs to be done within a specific domain. For
example, using a CAD/CAM application to design a product.
● Work Practice: The manner in which people perform their work, including all activities,
procedures, traditions, customs, and protocols. It is influenced by organizational goals, user
skills, knowledge, and social interactions.
● Work Domain: The broader context within which work practice occurs, encompassing the
complete environment of the work, often representing entire industries (e.g., healthcare or
finance) and multiple organizations.
Data elicitation is the process of gathering real user work activity data by observing and
interviewing users to understand their needs and work practices.
Usage research data elicitation involves gathering insights from users of a product or system by
observing and interviewing them in their work context.
Example: If studying how users interact with an e-commerce platform, one would observe how
they browse, add items to their cart, and complete purchases. The goal is to understand user
behavior, pain points, and how the platform fits into their work or lifestyle.
5. How to prepare for data elicitation before the visit and how to collect
data during the visit?
Preparation Steps:
1. Define terms: Concepts of Work, Work Practice, and Work Domain. (3 marks)
● Work refers to user activities aimed at achieving goals in a given domain, like using a
CAD system to design a car.
● Work Practice is how people perform work, covering their procedures, customs, and
protocols. It reflects organizational goals and user skills.
● Work Domain is the context within which work is done, often referring to an entire
industry (e.g., healthcare, finance). It includes multiple organizations where work is
performed.
● Data Elicitation is the process of gathering real user data through interviews,
observations, and artifacts to understand user work practices. It aims to uncover
how users interact with systems or products in their work environment.
● Goals:
1. Understand Work Practice: Grasp the daily activities, challenges, and
workarounds users employ.
2. Capture Real Usage: Observe how users work in practice, not just how they
describe it.
3. Generate Insights: Derive insights for system design to improve user
experience and effectiveness(UNIT-5).
1. Prepare for Field Visits: Learn about the domain, company, and product.
2. Conduct Field Visits: Observe and interview users in their environment.
3. Document Findings: Take raw data notes, gather artifacts, and capture usage data
through sketches, diagrams, or photos.
4. Analyze the Data: Synthesize insights from observations(UNIT-5).
4. Explain Usage Research Data Elicitation for the Product or System of Your Choice.
(7 marks)
Usage research data elicitation aims to capture how users interact with a product or
system in a real-world setting. Let’s take a restaurant management system as an example.
Data elicitation would involve field visits to the restaurant, where the UX team would
observe how waitstaff and kitchen staff interact with the system, from taking orders to
tracking inventory.
● Observation: The research team would observe wait staff using the order-taking
system, noting how they input orders, handle special requests, or deal with technical
issues like system crashes.
● Interviews: Team members would interview staff to learn about their experiences
with the system, such as what features they find useful, what frustrates them, and
how they manage workarounds (e.g., writing down orders when the system is slow).
● Artifacts: The team would collect artifacts like order receipts, kitchen printouts, or
digital reports that show how information flows from the waitstaff to the kitchen and
back.
● Challenges and Workarounds: A key finding might be that during peak hours, the
system slows down, leading to errors in kitchen orders. The staff might have
developed a workaround, like calling in orders by phone to avoid delays.
The goal of elicitation here is to provide insights into how the system can be improved,
such as optimizing response times during high traffic periods, or streamlining the interface
for faster input of orders
5. How to prepare for data elicitation before the visit and how to collect the data
during the visit. (5 marks)
● Preparation:
1. Research the Subject Domain: Understand the industry and product.
2. Learn about the Client and System: Familiarize yourself with client business
goals and existing systems.
3. Set Goals: Decide on the number of visits and users to observe.
● During the Visit:
1. Interview and Observe: Ask users to explain their work and observe them in
action.
2. Take Notes: Capture data in real-time, using sketches and photos where
necessary.
3. Document Work Artifacts: Gather any physical or digital artifacts the users
interact with(UNIT-5).
A flow diagram in usage research data analysis visually represents how information, tasks,
and artifacts move between different user work roles and system components. It provides
an overview of the interactions within the work domain and helps in identifying critical
touchpoints for system design.
1. Nodes (Entities): Represent different user work roles (e.g., cashier, customer) or
system components (e.g., database, order system). These are depicted as circles or
rectangles.
2. Arrows (Flow): Arrows show the direction of information or task flow between
nodes. For example, an arrow from a cashier to the database may represent the
process of saving a transaction.
3. Labels: The arrows are labelled with the type of information or task being
transferred. For instance, "customer order" or "inventory update."
4. Mediums: Each flow can be further detailed by specifying how the information is
exchanged (e.g., email, API, phone call).
● Waitstaff (node) sends a customer order (arrow) to the kitchen system (node).
● The kitchen system updates the inventory database and sends a notification
back to waitstaff when the order is ready.
● Management monitors the overall order flow and customer feedback.
Importance:
● It helps visualize how data moves through the system, identifying bottlenecks or
areas for optimization.
● Designers can see how work products and artifacts (e.g., tickets, reports) move
between users, ensuring that the design supports efficient task flows.
By creating a flow diagram, UX designers can better understand user interactions and
improve how the system supports various roles
1. Identify Work Activity Notes: During data elicitation, capture work activity notes
that reflect user actions, goals, and issues. For example, if a user states, "I want to
compare prices before buying," this is a potential input for a requirement.
2. Transform Work Notes into User Stories: Convert work activity notes into user
stories, which are short narratives describing a feature a user needs. For example, a
user story could be: "As a customer, I want to see a price comparison to make an
informed decision."
3. Group and Prioritize: Collect all work activity notes and group them based on
recurring themes or issues. Prioritize the most common or critical needs as
requirements.
4. Add Justifications: When turning a work activity into a requirement, include why
the feature is needed (the motivation behind it). For example, if users say they need
faster response times, the requirement could be, "Improve system speed to
enhance user experience."
5. Document Requirements: Once the inputs are synthesized, write them as formal
requirements or user stories for the design team to implement.
● Affinity Diagrams are a bottom-up technique used to organize large amounts of data
from research. Each data point (e.g., user feedback, observation) is written on a
note and grouped based on similarities or common themes known as affinity.
● Steps:
1. Create Groups: Group notes with similar ideas.
2. Label Groups: Add descriptive labels to represent the theme.
3. Hierarchical Organization: Split larger groups into subgroups if necessary,
and refine labels as needed(UNIT-5).
9. What Are Usage Research Data Models and How Are They Used? (5 marks)
● Usage Research Data Models are structured representations that capture different
aspects of user work practices and help designers understand how users interact
with systems, based on real-world data gathered from research. Examples include:
1. Work Role Models: Represent the different user roles and their
responsibilities.
2. Flow Models: Show how data and work products flow within the system.
3. Task Models: Break down user tasks into steps and subtasks.
● Uses: These models inform design decisions by helping designers understand user
interactions and workflows(UNIT-5).
10. Explain Kinds of Data Models that approximately represent importance and
frequency of use. (7 marks)
In usage research, several data models help to capture the importance and frequency of
user interactions, tasks, and work environments. These models guide designers in
prioritizing features and optimizing workflows. Here are the key models:
● Importance: Defines user work roles and their associated tasks. Roles like
customer service agent in a call center, who perform frequent tasks, are
prioritized.
● Use: High-frequency users or roles demand more attention in design, ensuring their
tasks are efficient and user-friendly.
2. Flow Model
● Importance: Focuses on the layout and setup of the physical workspace and how it
affects user productivity. For example, the arrangement of stations in a hospital can
affect how fast doctors and nurses access patient data.
● Use: Frequently used spaces need to be ergonomically designed to optimize
physical tasks, ensuring workflows in those spaces are smooth.
5. Social Model
8. Hybrid Model
● Importance: Combines elements of the flow model and the task sequence
model. It provides a state diagram that shows how users navigate between
different states in a system, especially in complex workflows like e-commerce
shopping, where users transition from browsing to checkout and payment.
● Use: Helps visualize complex tasks with multiple user actions and system
responses, making it ideal for optimizing tasks that occur frequently in multi-step
processes.
Key Components:
11. How Modeling Can Overlap with Usage Research Data Elicitation and Analysis? (7
marks)
Modeling and data elicitation naturally overlap during the design process, as insights
gathered from users often directly inform the development of models.
● After collecting data, the insights help refine the models. For instance, a task
structure model becomes clearer as you gather details on how users perform
specific tasks, such as placing an order or updating records.
● The task sequence model and task structure model are refined as user needs
and workflows are observed. For example, data elicitation can reveal the exact steps
involved in processing an order, leading to a more accurate task model.
4. Parallel Development
● Artifact models (like forms or reports users interact with) and physical
environment models are developed alongside data elicitation, as both processes
inform each other and help to fully capture user work practices
● A User Work Role refers to the tasks, responsibilities, and functions assigned to a
user within a system. It is not tied to a specific person but to a job function. For
example, a ticket seller handles ticket transactions, while a system administrator
manages system settings.
Unit 6
● UX design is universal, involving the creation of products and experiences that meet
a wide variety of human needs. It’s an activity central to many creative fields, with
common fundamental processes such as understanding, creating, prototyping, and
evaluating.
● UX design is about problem-solving and improving human experiences through
interaction with systems, products, or services. It encompasses various skills, from
problem analysis and product development to emotional and cultural satisfaction of
users(UNIT-6).
Design, as a noun, refers to the concept or plan for a product or system. It’s about
organizing or structuring elements into a functional whole. As a verb, it’s the act of creating
something new—solutions to known problems or unexplored opportunities.
The purpose of design is to satisfy human needs, addressing aspects like ecological,
interaction, and emotional needs. This pyramid of needs highlights the necessity of
balancing functionality, ease of use, and emotional impact to create meaningful user
experiences(UNIT-6).
3. Discuss Top down and Bottom-up design approaches with suitable examples.
● Bottom-up Design: This approach starts with the details of current work practices
and builds upon them. Designers analyze the existing system to improve it. An
example is designing a voting booth by studying how citizens currently vote,
interacting with voting stations, and then creating a system that fits the established
processes.
● Top-down Design: In contrast, this approach begins with an abstract
understanding of the core tasks and creates a new solution without being limited by
current practices. For example, in designing a voting booth, a top-down approach
might explore completely different solutions such as voting via smartphones or an
app, changing the entire interaction framework.
Starting with abstract work activities in top-down design strips away biases and
constraints that exist in current practices. This helps in understanding the essence of the
work domain and opens up new possibilities for innovation, leading to potentially radically
different and better solutions. It enables designers to focus on the fundamental nature of
the work and envision multiple design possibilities beyond what currently exists(UNIT-6).
● Visionary: It is unconstrained by current practices and can lead to radically new and
futuristic designs.
● Driven by Domain Knowledge: Designers must deeply understand the work
domain to abstract essential tasks and envision multiple work activity instances.
● User-Centric: Designers often envision themselves as users, focusing on how to
enhance the core user tasks. Top-down design tends to focus more on innovation,
breaking away from established workflows and considering the problem in an
abstract, unconstrained manner(UNIT-6).
Generative design focuses on creating a wide range of ideas and design proposals.
Activities include:
Ideation is the creative process of generating a wide range of design ideas. It’s about
exploring as many possibilities as possible without constraints. For example, during ideation
for a new app interface, designers may sketch various layouts, explore different interaction
models, and think about how users will emotionally connect with the app. Ideation leads to
a pool of ideas that can later be filtered and developed into prototypes(UNIT-6).
● Artifact Model: Represents the tools, documents, and physical objects used in a
work practice.
● Information Architecture Model: Deals with how information is structured, stored,
retrieved, and presented within a system, making it easy for users to find and
interact with the information.
● Social Models: Focus on the roles, interactions, and relationships between people
within a system, highlighting the social dynamics of work practices(UNIT-6).
Critiquing is the evaluation of design proposals to identify their strengths, weaknesses, and
potential improvements. The goal is to refine ideas by assessing trade-offs, technical
feasibility, and how well they satisfy user needs. It helps to iterate on designs, enhancing
their quality before further development(UNIT-6).
A conceptual design bridges the designer’s mental model (how the system should work)
with the user's mental model (how they think it works). It ensures that the design reflects
user expectations, making the system intuitive and easy to use. A well-mapped conceptual
design aligns with the user’s understanding, reducing confusion(UNIT-6).
Conceptual design is the phase where designers develop high-level themes, metaphors,
and ideas for a product. It involves sketching out the basic structure and behaviour of a
system, focusing on aligning with user mental models and addressing user needs. It sets
the foundation for detailed design work later on(UNIT-6).
Unit 7
1. Give details of types of UX evaluation data and explain the differences between
them (7 marks)
There are two primary types of UX evaluation data: Quantitative and Qualitative, which
can be further classified as Objective or Subjective data.
1. Quantitative Data
2. Qualitative Data
Differences:
● Quantitative data: Focuses on what happens (e.g., how fast tasks are completed).
● Qualitative data: Focuses on why something happens (e.g., why users struggle
with certain features).
● Objective data: Direct observations, like task success rates.
● Subjective data: Based on user opinions or feedback, like satisfaction
ratings(Unit-7).
1. Formative Evaluation
● Definition: A diagnostic process to identify and fix UX problems. It’s used during
design iterations to improve the system.
● Focus: Collects qualitative data through observations and user feedback.
● Example: Designers test early prototypes to gather user feedback, identifying
problems to refine the design.
2. Summative Evaluation
● Definition: A method used to assess the success of a UX design at the end of the
process.
● Focus: Collects quantitative data to measure usability or satisfaction against
predefined UX metrics.
● Example: User satisfaction surveys after product launch.
Differences:
● Definition: A widely used UX evaluation method where experts inspect the design
based on a set of predefined usability heuristics or rules.
● Process: Experts evaluate how well the design follows these rules, looking for
violations that might cause usability problems.
● Use: Heuristic evaluations are inexpensive, fast, and useful in early design phases to
identify major usability flaws.
2. Expert UX Inspection
● Definition: Involves presenting the design to team members and stakeholders for
feedback. These methods focus on identifying early design flaws before they
become expensive to fix.
● Process: Designers explain how the system works while stakeholders, including
developers and users, provide feedback.
● Use: These methods allow for early-stage design revisions based on the input from
people familiar with the domain or product.
However, these methods are often subjective and rely on expert knowledge, which can
lead to inconsistencies if different evaluators are used(Unit-7)(Unit-7).
Empirical UX Evaluation Methods rely on collecting data from real users interacting with
the design. These methods help observe how users perform tasks and highlight any
usability issues.
1. Lab-Based UX Evaluation
● Definition: A fast, iterative method where users test the system, and problems are
fixed immediately after they are identified.
● Process: Users perform tasks, and evaluators identify and fix issues in real-time,
allowing for continuous improvement.
● Use: RITE is one of the most agile methods, allowing quick fixes and rapid iteration.
It’s ideal for low-cost, fast-paced design projects.
3. Field Studies
● Definition: Involves observing users in their natural work environment rather than
a controlled lab.
● Process: UX evaluators observe users as they interact with the product in their daily
routines. This method offers a more realistic view of usability but is harder to control.
● Data Collected: Observations are often qualitative, focusing on how users interact
with the product in real-life settings.
● Use: Useful for understanding real-world challenges users face but harder to
manage due to lack of control over the environment.
4. Quasi-Empirical Evaluation
● Real User Insights: These methods provide data from actual users, making them
more reliable for assessing usability in real-world conditions.
● Quantitative and Qualitative Data: Empirical methods offer both performance
metrics and rich feedback, leading to more comprehensive usability
insights(Unit-7)(Unit-7).
1. Measurability
2. Reliability
● The same evaluation method may yield different results with different users or
evaluators, making consistency a challenge.
1. Rigor
● Refers to the accuracy and completeness of the evaluation method. More rigorous
methods produce more reliable results but require more time and effort.
2. Rapidness
● Refers to the speed of the evaluation. Rapid methods (e.g., RITE) involve shortcuts,
sacrificing some rigor to get results faster.
Tradeoff:
● High rigor takes longer and costs more but provides better insights.
● Rapid methods are faster but may miss critical details(Unit-7).
1. Quantitative Techniques
2. Qualitative Techniques
A UX target table defines specific goals, metrics, and measures for evaluating the
success of a design. It outlines:
1. UX Goals
2. UX Measures
● Definition: Attributes that are observed or measured to assess if UX goals are met.
● Example for Ticket Kiosk: Time taken to complete the ticket purchase process.
3. UX Metrics
Measuring instruments in UX evaluation are tools used to collect data about user
interactions. They can be used to gather both qualitative and quantitative data. Here are
some common instruments:
These instruments help in assessing the overall success of a design by providing actionable
data(Unit-7).
Key Elements:
14. Write a brief note on Analytic UX Evaluation in the Layers of the Needs Pyramid (5
marks)
Analytic UX evaluation methods, such as heuristic evaluation and expert reviews, can be
used to assess how a design meets the three levels of user needs in the Pyramid of
Human Needs:
1. Ecological Needs: The design is evaluated for how well it integrates into the user's
work environment. This includes ensuring the design helps users complete their
tasks efficiently.
○ Example: In a healthcare system, experts check if the interface allows
doctors to quickly access patient data.
2. Interaction Needs: Focuses on the ease with which users can interact with the
system to accomplish their tasks. This involves checking for usability issues like
navigation problems or confusing UI elements.
○ Example: A heuristic evaluation might check if menu options in a mobile app
are intuitive and easy to find.
3. Emotional Needs: Experts evaluate how well the design creates a positive
emotional experience for the user, which could include aesthetic appeal, clarity, or
feedback.
○ Example: An expert review could assess if an educational app’s interface is
engaging and encourages long-term use(Unit-7).
Key Elements:
● Participants naturally communicate, making it easier to identify usability issues.
● It provides multiple perspectives on the same task.
● Ideal for evaluating systems designed for collaborative use, such as team-based
software(Unit-7).