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UI & UX 3rd Model Questions

The document consists of a series of model questions related to User Experience (UX) and Software Engineering (SE) principles, focusing on topics such as prototyping, development methods, interaction cycles, and design guidelines. It covers key concepts like the importance of communication between SE and UX roles, the significance of user research, and various design principles and affordances. The questions aim to assess understanding of UX design practices and the implications of design decisions on user interactions.

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0% found this document useful (0 votes)
20 views5 pages

UI & UX 3rd Model Questions

The document consists of a series of model questions related to User Experience (UX) and Software Engineering (SE) principles, focusing on topics such as prototyping, development methods, interaction cycles, and design guidelines. It covers key concepts like the importance of communication between SE and UX roles, the significance of user research, and various design principles and affordances. The questions aim to assess understanding of UX design practices and the implications of design decisions on user interactions.

Uploaded by

sandeepsam247
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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3rd Internals Model Questions

1. What is the primary purpose of prototyping in the UX lifecycle process?


a) To finalize the design before implementation
b) To create a fully functional product
c) To evaluate and refine the design with early user feedback
d) To reduce the cost of production materials

2. Which of the following best describes the traditional waterfall development method?
a) Iterative and flexible with frequent changes
b) Focused on early prototyping and user feedback
c) Heavyweight and linear, requiring commitment to detailed design early on
d) Primarily used for artistic and creative projects

3. What is a key characteristic of a horizontal prototype?


a) It includes detailed depth of functionality for a few features
b) It provides a broad overview of many features with less depth
c) It combines both broad and detailed feature coverage equally
d) It focuses solely on the visual design aspect of the system

4. What is the main advantage of using a low-fidelity prototype?


a) It is a fully functional and detailed representation of the final system
b) It requires extensive resources and time to create
c) It allows for quick and inexpensive iteration of design ideas
d) It is only useful for marketing and sales purposes

5. What is a "T" prototype?


a) A prototype that includes only the top-level user interface design
b) A combination of broad and deep features in certain parts of the design
c) A prototype focused exclusively on technical details and functionality
d) A type of prototype that is used solely for local design issues

6. Why is communication important between SE (Software Engineering) and UX (User


Experience) roles?
a) It helps in reducing the cost of the project
b) It ensures both roles are aware of each other's progress and insights
c) It allows the team to avoid technical tasks
d) It is not necessary for the project's success

7. What problem arises from a lack of coordination between SE and UX roles?


a) The project may finish ahead of schedule
b) The UX needs of the system may not be represented in the software design
c) The team will focus too much on backend functionality
d) The user interface will become too simple

8. What is the purpose of synchronization points between SE and UX roles?


a) To delay the project timeline
b) To ensure work products are aligned and reduce costly surprises
c) To minimize communication between teams
d) To separate the roles into distinct phases of the project

9. What can cause a "ripple effect" across all stages of a project in interactive system
development?
a) Early project completion
b) Changes in requirements or design
c) Reduced project funding
d) Using the same design team for all stages

10. Why is it important to document insights or premonitions about potential effects on


later stages during the early stages of the project?
a) To ensure the project stays within budget
b) To prevent team members from forgetting important considerations
c) To delay project timelines
d) To avoid communication between SE and UX teams

11. Why do people often struggle to apply general UX design guidelines in specific
situations?
a) Guidelines are not taught effectively
b) Guidelines are often too broad and vague
c) Guidelines are universally agreed upon
d) Guidelines are easy to interpret

12. According to the text, what is one of the most common design guidelines mentioned
in UX design?
a) Use vibrant colors
b) Be consistent
c) Avoid using icons
d) Include as much text as possible

13. What is one issue with using the guideline "keep it simple" in UX design?
a) It is not relevant to most designs
b) It only applies to advanced users
c) It can be interpreted in many different ways
d) It is universally accepted without question

14. What does "recognition over recall" mean in UX design?


a) Encouraging users to remember everything
b) Allowing users to choose from a list rather than recalling from memory
c) Making users type all commands
d) Prioritizing aesthetic design over functionality

15. How can expert users benefit from "shortcuts" in GUI design?
a) By relying less on memory
b) By reducing the need for repetition
c) By avoiding cognitive affordances
d) By performing tasks more efficiently

16. Which of the following is NOT a part of the Interaction Cycle as mentioned in the
text?
a) Planning
b) Translation
c) Execution
d) Assessment of outcomes

17. What is a cognitive affordance?


a) A physical component of the system.
b) A visual or auditory cue that helps users understand how to use the system.
c) The physical actions users take while interacting with the system.
d) A feature that helps users physically interact with the system.

18. In the context of avoiding transaction completion slips, what is the purpose of the
"Please take your tickets" message in a Ticket Kiosk System?
a) To provide users with information about their next destination.
b) To remind users to collect their purchased tickets.
c) To inform users of the ticket prices.
d) To guide users on how to purchase tickets.

19. Which of the following is a key consideration when designing for physical actions in
user interfaces?
a) Color scheme of the interface
b) The physical size of interactive elements
c) The length of the user’s session
d) The brand of the hardware use

20. According to Fitts' Law, which of the following factors influences the ease of clicking
on a target object?
a) The color contrast of the target object
b) The distance between the user and the screen
c) The size of the target object and the distance to it
d) The user's familiarity with the system

21. In the context of physical actions, what does 'haptics' refer to?
a) The visual design of the user interface
b) The sound feedback provided by the system
c) The sense of touch and physical interaction with devices
d) The speed of the system's response to user actions

22. What is the primary focus of the "Outcomes" part of the Interaction Cycle?
a) System aesthetics and visual design
b) Supporting users through complete and correct backend functionality
c) Improving user sensory perception of the interface
d) Enhancing manual dexterity and physical interactions

22. Which of the following is a key consideration when designing for automation in user
interfaces?
a) Ensuring all system responses are purely visual
b) Avoiding user control by removing manual options completely
c) Automating processes where it is obvious and helpful, while avoiding
excessive automation
d) Prioritizing visual design over functional automation

24. What is a crucial aspect of the "Assessment" part of the Interaction Cycle?
a) Designing for minimal physical interaction
b) Providing clear feedback about the results of interactions and outcomes
c) Focusing solely on backend functionality and performance
d) Enhancing the aesthetic appeal of user interface elements

25. Which of the following is NOT a primary component of system response in the
context of assessment in UI/UX design?
a) Feedback
b) Information Display
c) Feed-Forward
d) Error Recovery

26. In most systems, why is the existence of feedback essential for users during
interactions?
a) To provide a visually appealing interface
b) To ensure users are aware of system errors or progress
c) To increase the system's processing speed
d) To minimize the number of system features

27. What is a key consideration for ensuring feedback is effective in UI/UX design?
a) The feedback should be provided only after the user completes all actions
b) Feedback should be visible, noticeable, and located within the user’s focus of
attention
c) Feedback should be displayed in a small font to avoid distracting the user
d) Feedback should be given through email notifications

28. Which of the following principles is fundamental to creating an effective user


interface (UI) design?
a) Aesthetic Functionality
b) Usability
c) Performance Efficiency
d) Design Complexity

29. What is the primary goal of user experience (UX) design?


a) To create visually striking designs
b) To ensure the product meets the functional requirements of the users
c) To reduce the development time and cost
d) To integrate advanced technology features

30. Why is user research critical in the UX design process?


a) To define the color scheme of the interface
b) To gather insights into user needs, behaviors, and pain points
c) To limit the scope of the project
d) To determine the latest design trends

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