{"id":10731,"date":"2021-11-15T22:27:17","date_gmt":"2021-11-15T21:27:17","guid":{"rendered":"https:\/\/www.desamark.com\/?p=10731"},"modified":"2021-11-15T22:27:17","modified_gmt":"2021-11-15T21:27:17","slug":"introduction-to-user-experience-design-certification-answers-coursera","status":"publish","type":"post","link":"https:\/\/www.desamark.com\/en\/introduction-to-user-experience-design-certification-answers-coursera\/","title":{"rendered":"Introduction to User Experience Design Certification Answers &#8211; Coursera"},"content":{"rendered":"<div class=\"b3cd6887acdafe2b327867b60ef6c5e5\" data-index=\"1\" style=\"float: none; margin:10px 0 10px 0; text-align:center;\">\n<script async src=\"\/\/pagead2.googlesyndication.com\/pagead\/js\/adsbygoogle.js\"><\/script>\r\n<style>.rectangle_adsense { width: 600px; height: 300px; }\r\n@media(max-width: 500px) { .rectangle_adsense { width: 300px; height: 600px; } }\r\n<\/style>\r\n<center><!-- banner-adaptable --><ins class=\"adsbygoogle rectangle_adsense\" data-ad-client=\"ca-pub-3365192051533074\" data-ad-slot=\"6285686843\"><\/ins><script>(adsbygoogle = window.adsbygoogle || []).push({});<\/script><\/center>\r\n<script>\r\n(adsbygoogle = window.adsbygoogle || []).push({});\r\n<\/script>\n<\/div>\n<p><a href=\"https:\/\/en.certificationanswers.com\/introduction-to-user-experience-design-certification-answers\/\">Introduction to User Experience Design Certification Answers &#8211; Coursera<\/a><\/p>\n<p>&nbsp;<\/p>\n<p>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.<\/p><div class=\"b3cd6887acdafe2b327867b60ef6c5e5\" data-index=\"3\" style=\"float: none; margin:10px 0 10px 0; text-align:center;\">\n<!-- link-adaptable -->\r\n<ins class=\"adsbygoogle\" style=\"display:block;height:129px;\" data-ad-client=\"ca-pub-3365192051533074\" data-ad-slot=\"9455629345\" data-ad-format=\"link\" data-full-width-responsive=\"true\"><\/ins>\r\n<script>(adsbygoogle = window.adsbygoogle || []).push({});<\/script>\n<\/div>\n\n<p>&nbsp;<\/p>\n<div style=\"text-align: center;\"><a class=\"button\" href=\"https:\/\/certificationanswers.gumroad.com\/l\/Introduction-to-User-Experience-Design-Certification-Answers\">Introduction to User Experience Design Certification Answers<\/a><\/div>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Week 1 Overview of User Experience Design<\/p>\n<p>&nbsp;<\/p>\n<p>Which statement does NOT re\ufb02ect a core concept of User Experience design?<\/p>\n<ul>\n<li>A paper calendar is an example of an artifact that includes a user experience.<\/li>\n<li>A user experience involves the task a user is trying to accomplish.<\/li>\n<li><strong>Understanding the device or technology is the first step to good user experience design.<\/strong><\/li>\n<li>A user interacts with a device or technology through an interface.<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>What are the key elements of a User Interface?<\/p>\n<ul>\n<li>Graphics and Sound<\/li>\n<li>System and Task<\/li>\n<li>User and Goals<\/li>\n<li>Input and Output<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>What is the primary goal of good User Experience design?<\/p>\n<ul>\n<li>A unique and innovative solution<\/li>\n<li>An interface that is usable and useful<\/li>\n<li>The fastest way for an expert to accomplish a task<\/li>\n<li>The most aesthetically pleasing graphics and presentation<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>What is the \ufb01rst phase of the User Experience design cycle?<\/p>\n<p>Requirements Gathering<br \/>\nEvaluation Alternative Designs Prototyping<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>What everyday object does Don Norman use as a common example of bad design?<br \/>\nTelephone<\/p>\n<p>&nbsp;<\/p>\n<p>Door<br \/>\nWater Fountain Spoon<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which is NOT an accurate statement about an affordance?<br \/>\nAn affordance is a perceived or actual property of a thing.<\/p>\n<p>&nbsp;<\/p>\n<p>An affordance is related to the Output of a User Interface.<br \/>\nOne affordance of a knob is that you can turn it.<\/p>\n<p>&nbsp;<\/p>\n<p>An affordance suggests how a physical thing can be used.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which is NOT an accurate statement about a signi\ufb01er?<br \/>\nA signifier is related to the Input of a User Interface.<\/p>\n<p>&nbsp;<\/p>\n<p>A signifier always includes a textual label.<br \/>\nA signifier communicates to a user what actions are possible.<\/p>\n<p>&nbsp;<\/p>\n<p>A signifier lets a user know how an action should be performed.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which is an accurate statement about feedback?<br \/>\nIf 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.<\/p>\n<p>Feedback always includes a visual element.<\/p>\n<p>&nbsp;<\/p>\n<p>Feedback tells the user the result of his or her action.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>When you introduce yourself during the user engagement process, you should communicate all of the following expectations EXCEPT:<br \/>\nThey should limit their feedback to only what you want to hear about.<br \/>\nThey can choose to stop participating at any time. There are no right or wrong answers.<\/p>\n<p>Their personal information will be kept confidential.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following is a suggested guideline while interacting with people during the user engagement process?<br \/>\nIt 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\u2019s response is not colored by your personal opinions. You should let users know when they reinforce or contradict one of your design assumptions.<\/p>\n<p>You should stick exactly to a written script when communicating with the user.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following should you NOT do at the end of the user engagement process?<br \/>\nRemind them of the goals of the interaction. Thank the user.<\/p>\n<p>Inform them of the correct answers to any questions they got wrong.<br \/>\nAsk them if they have anything else to add.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>In the United States, the user engagement process is considered research (and regulated as such), if:<br \/>\nThe results are intended for reporting to the public (journal, conference, book, magazine, etc.). The goal is to contribute to generalizable knowledge.<\/p>\n<p>The engagement involves human subjects.<\/p>\n<p>&nbsp;<\/p>\n<p>All of the above.<\/p>\n<p>&nbsp;<\/p>\n<p>Week 2 Elements of Requirement Gathering<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following is NOT an element of the 4-step design process for User Interface Design?<br \/>\nEvaluation Optimization Requirements Gathering Prototyping<\/p>\n<p>Alternative Designs<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following is a primary goal of requirement gathering?<br \/>\nDetermine the fastest solution for expert users Examine the potential technology platforms Build at least three prototypes to evaluate<\/p>\n<p>Understand how a user currently accomplishes the task<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following is a technique for discovery used in requirements gathering?<br \/>\nBuild a low fidelity prototype of the interface<\/p>\n<p>&nbsp;<\/p>\n<p>Draw story boards to outline your proposed interactions<\/p>\n<p>&nbsp;<\/p>\n<p>Determine the specifications of the technology, such as screen resolution and battery life.<\/p>\n<p>&nbsp;<\/p>\n<p>Interview a potential user<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following is NOT a technique to represent the \ufb01ndings of the requirements gathering process?<br \/>\nHierarchical Task Analysis User Persona<\/p>\n<p>Scenario<\/p>\n<p>&nbsp;<\/p>\n<p>Working prototype<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>In the requirements gathering process, a mixed method approach is best characterized as:<br \/>\nCreating 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<\/p>\n<p>Designing a solution that works on multiple technology platforms<\/p>\n<p>&nbsp;<\/p>\n<p>Collecting both quantitative and qualitative data about users<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>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?<br \/>\nThe recipient of the mobile payment The sender of the mobile payment<\/p>\n<p>A cashier at a store that accepts these mobile payments<\/p>\n<p>&nbsp;<\/p>\n<p>The sender\u2019s bank, where the money is drawn from<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following is NOT a technique a designer can use to understand how a user currently accomplishes a task?<br \/>\nFocus Groups Interviews Surveys Storyboarding<\/p>\n<p>Naturalistic observation<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of the following is something we are likely to learn from a naturalistic observation?<br \/>\nHow easy or difficult the user believes the current interaction is Ways the user thinks the interaction can be improved<\/p>\n<p>Steps the user currently follows to accomplish the task<br \/>\nReasons a user chooses her strategy for accomplishing a task<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>A designer typically employs only one technique (naturalistic observation, surveys, focus groups, OR interviews) during the requirements gathering process.<br \/>\nTRUE<\/p>\n<p>&nbsp;<\/p>\n<p>FALSE<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The main pitfall of requirement gathering is not knowing all of the appropriate techniques<br \/>\nFALSE<br \/>\nTRUE<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Naturalistic observations and surveys are ____________<br \/>\nDiscovery techniques<br \/>\nTechnique for representing findings<\/p>\n<p>&nbsp;<\/p>\n<p>Discovery techniques and technique for representing findings None of the above<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>UI critiques and scenarios are ____________<br \/>\nDiscovery techniques<\/p>\n<p>&nbsp;<\/p>\n<p>Technique for representing findings<br \/>\nDiscovery techniques and techniques for representing findings None of the above<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Usability criteria and deduction are ____________<br \/>\nDiscovery Techniques<\/p>\n<p>&nbsp;<\/p>\n<p>Technique for representing findings<\/p>\n<p>&nbsp;<\/p>\n<p>Discovery techniques and technique for representing findings<\/p>\n<p>&nbsp;<\/p>\n<p>None of the above<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>One of the class mantras is<br \/>\nDesign is a collaborative process Design is a creative process Design is a data driven process Design is a client-based process<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Qualitative data ____________ while quantitative data _______________<br \/>\nprovides thematic information, numerical information<br \/>\nis 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<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Mixed method approach requires ___________________<br \/>\nthat both primary and tertiary stakeholder data be collected<br \/>\nthat both qualitative data and quantitative data is collected<\/p>\n<p>&nbsp;<\/p>\n<p>that qualitative and quantitative data be alternated in a systematic manner the designer to collect data from the client and the stakeholder<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Primary stake holders<br \/>\ndesign the artifact<\/p>\n<p>&nbsp;<\/p>\n<p>use the design directly<br \/>\ndo not use the design directly but may do it indirectly may not use the design at all but are affected by it<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Secondary stake holders _____________<br \/>\ndo not use the design directly but may do it indirectly<br \/>\ndesign the artifact<\/p>\n<p>&nbsp;<\/p>\n<p>may not use the design at all but are affected by it use the design directly<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Tertiary stake holders ____________<br \/>\ndesign the artifact<\/p>\n<p>&nbsp;<\/p>\n<p>do not use the design directly but may do it indirectly use the design directly<\/p>\n<p>may not use the design at all but are affected by it<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Place these techniques in order of least to most interaction between the designer and the user: survey, focus, interview, naturalistic observation,<br \/>\nnaturalistic observation, survey, focus group, interview naturalistic observation, focus group, survey, interview survey, naturalistic observation, focus group, interview focus group, interview, survey, naturalistic observation<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Interviews __________<br \/>\nrequire no interaction with the user<\/p>\n<p>&nbsp;<\/p>\n<p>are targeted conversations with individual users<br \/>\nare synonymous with questionnaires<\/p>\n<p>&nbsp;<\/p>\n<p>occur in a closed setting with a number of users conversing at the same time<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Focus groups __________<br \/>\nare targeted conversations with individual users<\/p>\n<p>&nbsp;<\/p>\n<p>occur in a closed setting with a number of users conversing at the same time<br \/>\nrequire no interaction with the user are synonymous with questionnaires<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Surveys are __________<br \/>\nare targeted conversations with individual users<\/p>\n<p>&nbsp;<\/p>\n<p>occur in a closed setting with a number of users conversing at the same time<\/p>\n<p>&nbsp;<\/p>\n<p>are synonymous with questionnaires<br \/>\nrequire no interaction with the user<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Interviews are more likely to take place in__________ and naturalistic observations are more likely to take<br \/>\nplace in ________________<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>the field; in the lab<\/p>\n<p>&nbsp;<\/p>\n<p>the lab; in the field<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>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<br \/>\nher data is best described as qualitative<br \/>\nher data is best described as naturalistic observation her data is best described as lab based<\/p>\n<p>her data is best described as quantitative<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Since the designer does not interact directly with the user during the naturalistic observation this has the advantage of avoiding ____________<br \/>\nsocial desirability bias and data collection observer bias<\/p>\n<p>data collection<\/p>\n<p>&nbsp;<\/p>\n<p>social desirability bias<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>A disadvantage of naturalistic observation is ____________<br \/>\nsocial desirability bias<\/p>\n<p>&nbsp;<\/p>\n<p>social desirability bias and observer bias<\/p>\n<p>&nbsp;<\/p>\n<p>observer bias<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>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 \ufb01eld. You remind her that __________<br \/>\nshe is lucky that privacy is not a consideration since the user is in a public space<\/p>\n<p>&nbsp;<\/p>\n<p>identifying information must be collected with the user\u2019s permission<br \/>\nshe should also find out the user\u2019s identity while she is in the field she has to make sure that the user is photographed in a positive light<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>If conducted appropriately, this technique usually leads to most in-depth insights from the user<br \/>\nnaturalistic observation<\/p>\n<p>&nbsp;<\/p>\n<p>interview focus group survey<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Advantages of surveys over naturalistic observations include<br \/>\nmore efficient data collection and ease of data analyses<br \/>\nbetter data<\/p>\n<p>&nbsp;<\/p>\n<p>better understanding of the context of the user\u2019s task<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>To conduct this technique you require a moderator and a note taker and possibly a media person<br \/>\nsurvey questionnaire<\/p>\n<p>naturalistic observation<\/p>\n<p>&nbsp;<\/p>\n<p>focus group<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>This technique may lead to biased data because of an in\ufb02uential user<br \/>\nnaturalistic observation survey<\/p>\n<p>focus group<br \/>\nquestionnaire<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Scenarios and personas are alike in that________________<br \/>\nThey are based on qualitative data They are discovery techniques They are based on quantitative data<\/p>\n<p>They present a narrative of the findings<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Which of these techniques allows the designer to represent the system requirements:<br \/>\nTabular Form<\/p>\n<p>&nbsp;<\/p>\n<p>Hierarchical task analyses UI critique<\/p>\n<p>Essential use case scenario<\/p>\n<p>&nbsp;<\/p>\n<p>Week 3 Designing Alternatives<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Designing Alternatives is the___________ step in the 4 step User Interface Design<br \/>\nFourth First Second Third<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>One starts to design alternatives<br \/>\nonce we have a good understanding of the user and her needs<br \/>\nonce the client tells us to do so<\/p>\n<p>&nbsp;<\/p>\n<p>once the users tell us what they need<\/p>\n<p>&nbsp;<\/p>\n<p>once we have good ideas about what want to design<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The goal of novel design is to<br \/>\nimpress our clients and users with our new ideas<\/p>\n<p>&nbsp;<\/p>\n<p>improve the user experience<br \/>\nmake more attractive interfaces<\/p>\n<p>&nbsp;<\/p>\n<p>improve the layout of the user\u2019s current interface<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Designing Novel interfaces is<br \/>\nabout pleasing our client<\/p>\n<p>&nbsp;<\/p>\n<p>about make more attractive interfaces<\/p>\n<p>&nbsp;<\/p>\n<p>all about finding improved ways to mediate how the user accomplishes a tasks<br \/>\nabout practicing all of the techniques we have learned in this course<\/p><div class=\"b3cd6887acdafe2b327867b60ef6c5e5\" data-index=\"4\" style=\"float: none; margin:10px 0 10px 0; text-align:center;\">\n<style>.square_adsense { width: 336px; height: 280px; }\r\n@media(max-width: 500px) { .square_adsense { width: 300px; height: 250px; } }\r\n<\/style>\r\n<center><!-- banner-adaptable --><ins class=\"adsbygoogle square_adsense\" data-ad-client=\"ca-pub-3365192051533074\" data-ad-slot=\"6285686843\"><\/ins><script>(adsbygoogle = window.adsbygoogle || []).push({});<\/script><\/center>\n<\/div>\n\n<p>&nbsp;<\/p>\n<p>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_______________<\/p>\n<ul>\n<li>the industrial level<\/li>\n<li>the interface level<\/li>\n<li><strong>the societal level<\/strong><\/li>\n<li>the output level<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>User experience ecosystem includes all but this component:__________<br \/>\ndesign individual group society<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Improving a design<br \/>\nalways requires considering the group level may mean that we simply interact with the user always mean creating a whole new system<\/p>\n<p>may mean that we simply improve the inputs or outputs<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>As designers considering the cultural values of the user is<br \/>\noptional<\/p>\n<p>&nbsp;<\/p>\n<p>always necessary<br \/>\nnot necessary<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The designs we develop should be<br \/>\nuseful and usable<br \/>\nneither useful or usable but attractive useful<\/p>\n<p>usable<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Designing Alternatives is followed by which of these four steps of the User Interface Design Cycle<br \/>\nPrototyping<br \/>\nUser experience Requirements Gathering Evaluation<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The problem space refers to\u00a0 ____________<br \/>\nAreas that are problematic for the designer<\/p>\n<p>&nbsp;<\/p>\n<p>Areas the client has identified we need to address as designers Areas the user has identified we need to address as designers<\/p>\n<p>Areas where the data indicates that we can improve the user experience<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The goal of alternative designs is<br \/>\ndevelop more attractive designs change the user\u2019s practices expose the user to new interfaces<\/p>\n<p>to do a better job of meeting the needs of the user than their existing practices<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>As designers<br \/>\nour skills, sensibilities and values will not influence the design space we choose we are impartial to our preferences<\/p>\n<p>we listen to what the users want us to build<\/p>\n<p>&nbsp;<\/p>\n<p>our skills, sensibilities and values will influence the design space we choose<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Useful designs are those that<br \/>\nwill improve the visual layout of the interface<\/p>\n<p>&nbsp;<\/p>\n<p>will improve the user\u2019s ability to complete their task<br \/>\nwill improve the non-functional requirements will improve the functional requirements<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>If the user can complete the task in an effective, e\ufb03cient and satisfying manner than we say the design is<br \/>\nnovel usable functional<\/p>\n<p>grounded in functional requirements<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Your data from the interview you conducted showed that the users<br \/>\npreferred to complete the task on their mobile phone,<br \/>\nliked to have their friends rate their selection and<br \/>\ndidn\u2019t want to disclose their<br \/>\nWhich of the following statement s true?<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>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<\/p>\n<p>findings 1-3 are examples of explicit needs<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Functional requirements tell us<br \/>\nconstraints on the system and its development<\/p>\n<p>&nbsp;<\/p>\n<p>what the system should do<br \/>\nconstraints on the system but not its development what the system might do<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Non-functional requirements tell us<br \/>\nconstraints on the system and its development<br \/>\nwhat the system might do<\/p>\n<p>&nbsp;<\/p>\n<p>constraints on the system but not its development what the system should do<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Brainstorming __________ while a\ufb03nity diagrams _______________<br \/>\na way to represent the data we have gathered; are techniques to identify implicit and explicit needs based on the data none of the above<\/p>\n<p>is a technique to identify implicit and explicit needs based on the data; are a way to represent the data we have gathered<br \/>\nis a technique to get to know other designers; are techniques to get to know the users<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>In brainstorming the most important \u201crules\u201d are<br \/>\nto be open minded and not dismiss any ideas<br \/>\nmake sure that everyone identifies implicit and explicit needs<\/p>\n<p>&nbsp;<\/p>\n<p>to understand the user as best you can and to think like other designers make sure that only good ideas are identified<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Encryption standards and security functions are examples of _________<br \/>\nfunctional requirements interface types<\/p>\n<p>non-functional requirements<br \/>\nalternative designs<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Tangible and wearable are examples of _________<br \/>\ninterface types functional requirements alternative designs<\/p>\n<p>non-functional requirements<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Put the following three steps in the order that a\ufb03nity diagrams are carried out<br \/>\n1.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<\/p>\n<p>The designers then organize the sticky notes according to how similar they are<br \/>\n2, 3, 1<br \/>\n1, 3, 2<\/p>\n<p>&nbsp;<\/p>\n<p>3, 2, 1<\/p>\n<p>&nbsp;<\/p>\n<p>1, 2, 3<\/p>\n<p>&nbsp;<\/p>\n<p>Week 4 Prototyping<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The following is true about low \ufb01delity prototypes except:<br \/>\nThe function does not have to be similar to the end product They can be paper-based<\/p>\n<p>They bare little resemblance to the final design<\/p>\n<p>&nbsp;<\/p>\n<p>They are made of the same material as the final product<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Horizontal prototypes model __________ while vertical model ___________<br \/>\nBreadth of design features; a few features in depth<br \/>\na few features in depth ; breadth of design features<\/p>\n<p>&nbsp;<\/p>\n<p>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<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>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?<br \/>\nYou 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<\/p>\n<p>You advise that a high fidelity prototype would be the best option for this first iteration of her dream app.<\/p>\n<p>&nbsp;<\/p>\n<p>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<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Sketching<br \/>\nis a high fidelity prototyping technique is a free hand depiction of our design is best when you are a skilled artist requires specialized software<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Prototyping is the___________ step in the 4 step User Interface Design cycle<br \/>\nFirst<br \/>\nSecond<br \/>\nThird<br \/>\nFourth<br \/>\nThird Second First Fourth<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The best example of a storyboard is<br \/>\none that provides detailed images of a scenario one that captures the features of the design one developed by a trained artist<\/p>\n<p>one that provides a narrative about your design<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Card-based paper prototypes<br \/>\nrequire that you use 3 X5 index cards<\/p>\n<p>&nbsp;<\/p>\n<p>show sequence of interactions that might occur on an interface<br \/>\nshow a sequence of interactions that occur during a low prototyping session are used to show a narrative of a scenario<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Card-based paper prototypes, sketches and storyboards are<br \/>\nthree examples of vertical prototypes three examples of horizontal prototypes<\/p>\n<p>three examples of low fidelity prototypes<br \/>\nthree examples of high fidelity prototypes<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is ________________<br \/>\nEvaluation Requirements gathering User Experience Design Alternatives<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>One of the main goals of this \ufb01rst lesson in this module was to<br \/>\nDiscuss the importance of vertical versus horizontal prototyping Introduce you to high fidelity prototyping techniques<\/p>\n<p>Introduce you to some examples of low-fidelity prototyping techniques<br \/>\nDiscuss the importance of horizontal versus vertical prototyping<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The following is true about high \ufb01delity prototypes except:<br \/>\nThey can be developed with specialized software They are similar to the final product in function They are similar to the final product in form<\/p>\n<p>They must be paper-based<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The optimal time to start high \ufb01delity prototyping is<br \/>\nwhen someone offers to build one for you<\/p>\n<p>&nbsp;<\/p>\n<p>when you have access to users who are willing to give you feedback following the design alternative phase of the user interface design cycle<\/p>\n<p>once low fidelity prototypes no longer provide value to the design process<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>You are now ready to engage in high-\ufb01delity prototyping of your design idea:<br \/>\nthis 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<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The Wizard of Oz technique<br \/>\nis easy to set up<\/p>\n<p>&nbsp;<\/p>\n<p>requires that a human performs the task usually performed by the computer<br \/>\nis a high fidelity prototyping technique is loved by users<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Prototyping is followed by which of these four steps of the User Interface Design cycle<br \/>\nRequirements Gathering<\/p>\n<p>&nbsp;<\/p>\n<p>Evaluation<br \/>\nDesigning Alternatives User experience<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>The proof of concept video<br \/>\nshows the various features of the system in a variety of scenarios<br \/>\nshows how users interact with a low fidelity prototype<\/p>\n<p>&nbsp;<\/p>\n<p>allows the designer to practice high-fidelity prototyping techniques requires that the designer practice wizard of oz prototyping<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Developing metaphors for your design<br \/>\nallows you to teach the user about new systems<\/p>\n<p>&nbsp;<\/p>\n<p>helps the user build a relevant mental model of how a new design functions<br \/>\nrequire that you develop a proof of concept video requires that you have a highly trained \u201dwizard\u201d<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Metaphor development, Wizard of Oz technique, proof of concept videos<br \/>\nare three techniques that all designers must know are three examples of low fidelity prototyping options are three examples of high fidelity prototyping options<\/p>\n<p>are three techniques that allow the designer to improve their design<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>In this lesson we discussed prototyping, the previous step in the four step user interface design cycle is<br \/>\n________________<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Design Alternatives step Evaluation step Requirements gathering step User Experience step<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>High \ufb01delity prototypes<br \/>\nrequire that the designer know how to produce videos require that the designer know how to sketch<\/p>\n<p>can be built by the Wizard of Oz<\/p>\n<p>&nbsp;<\/p>\n<p>can be built with the help of software engineers and graphic designers<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Week 5 Evaluation<\/strong><\/p>\n<p>&nbsp;<\/p>\n<p>Evaluation is the__________ step in the 4 step User Interface Design cycle<\/p>\n<ul>\n<li><strong>Fourth<\/strong><\/li>\n<li>Third<\/li>\n<li>Second<\/li>\n<li>First<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>The goal of novel design is to_______________ _.<br \/>\nPractice prototyping Develop a novel interaction<\/p>\n<p>Provide an improved user experience<br \/>\nDevelop a novel interface<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Formative evaluation<br \/>\nis typically conducted to improve the final design is typically conducted with usability studies<\/p>\n<p>is typically conducted with high fidelity prototypes<\/p>\n<p>&nbsp;<\/p>\n<p>is typically conducted with low fidelity prototypes<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Summative evaluation<br \/>\nIs typically conducted with high fidelity prototypes<br \/>\nis typically conducted to improve the final design is typically conducted with low fidelity prototypes is typically conducted with usability studies<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Low \ufb01delity prototyping usually lead to evaluations that are<br \/>\nconducted in the wild<\/p>\n<p>&nbsp;<\/p>\n<p>conducted in controlled environment conducted in areas with many users conducted by users<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>High \ufb01delity prototyping usually lead to evaluations that are<br \/>\nconducted in areas with many users conducted by users<\/p>\n<p>conducted in the wild<br \/>\nconducted in controlled environment<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>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<br \/>\nyou decide that she is the person to consult with next time you are trying to develop a card-based prototype<\/p>\n<p>&nbsp;<\/p>\n<p>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<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>You know that the design is effective because the data indicated that<br \/>\nthe user took longer to complete the task than the expert<\/p>\n<p>&nbsp;<\/p>\n<p>the user was able to complete the task in the same number of clicks as the expert<br \/>\nall the users took only 3 minutes to complete the task the user was happy with the way the design looked<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Learnability and memorability are important terms<br \/>\nlearnability 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<\/p>\n<p>&nbsp;<\/p>\n<p>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<\/p>\n<p>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<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>How do you know you are done evaluating a new design?<br \/>\nThe data shows high efficiency and high user satisfaction<br \/>\nYou completed one round of user testing<\/p>\n<p>&nbsp;<\/p>\n<p>Your client tells you that your design is excellent The user tells you the design is excellent<\/p>\n<p>&nbsp;<\/p>\n<div class=\"b3cd6887acdafe2b327867b60ef6c5e5\" data-index=\"2\" style=\"float: none; margin:10px 0 10px 0; text-align:center;\">\n<script async src=\"\/\/pagead2.googlesyndication.com\/pagead\/js\/adsbygoogle.js\"><\/script>\r\n<!-- link-adaptable -->\r\n<ins class=\"adsbygoogle\" style=\"display:block;\" data-ad-client=\"ca-pub-3365192051533074\" data-ad-slot=\"9455629345\" data-ad-format=\"link\" data-full-width-responsive=\"true\"><\/ins>\r\n<script>(adsbygoogle = window.adsbygoogle || []).push({});<\/script>\n<\/div>\n<p>The following statement is true<\/p>\n<ul>\n<li>Emotional measures of user satisfaction are best inferred by memorability data<\/li>\n<li>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<\/li>\n<li>Both cognitive and emotional measure of user satisfaction should be assessed by self-report<\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<div style=\"text-align: center;\"><a class=\"button\" href=\"https:\/\/www.certificationanswers.com\/en\/exams-answers\/\" rel=\"nofollow\">Introduction to User Experience Design Certification Answers<\/a><\/div>\n<div><\/div>\n<div><\/div>\n\n<div style=\"font-size: 0px; height: 0px; line-height: 0px; margin: 0; padding: 0; clear: both;\"><\/div>","protected":false},"excerpt":{"rendered":"<p>Introduction to User Experience Design Certification Answers &#8211; Coursera &nbsp; 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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_genesis_hide_title":false,"_genesis_hide_breadcrumbs":false,"_genesis_hide_singular_image":false,"_genesis_hide_footer_widgets":false,"_genesis_custom_body_class":"","_genesis_custom_post_class":"","_genesis_layout":"","footnotes":""},"categories":[186],"tags":[],"class_list":{"0":"post-10731","1":"post","2":"type-post","3":"status-publish","4":"format-standard","6":"category-certifications","7":"entry"},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Introduction to User Experience Design Certification Answers - Coursera - Desamark<\/title>\n<meta name=\"description\" content=\"Introduction to User Experience Design Certification Answers - Coursera &nbsp; Contains all Introduction to User Experience Design by Tech Georgia\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.desamark.com\/en\/introduction-to-user-experience-design-certification-answers-coursera\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Introduction to User Experience Design Certification Answers - Coursera - Desamark\" \/>\n<meta property=\"og:description\" content=\"Introduction to User Experience Design Certification Answers - Coursera &nbsp; 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