A) To create products that are easy and pleasurable to use. B) To make products visually appealing. C) To increase the complexity of products. D) To focus solely on technical features.
A) A method used to evaluate a product by testing it with real users. B) Analyzing code for bugs. C) A process for creating prototypes. D) A method for market research.
A) A graphical user interface. B) A wireframe layout. C) The path a user takes to complete a task within a product. D) A project timeline.
A) To perform user testing. B) To identify potential usability issues based on established design principles. C) To rate the visual appeal of a product. D) To brainstorm ideas for new features.
A) To prioritize aesthetics over usability. B) To understand and empathize with the needs and feelings of users. C) To avoid user feedback. D) To focus on technical specifications.
A) To focus solely on technical specifications. B) To design the visual and interactive elements of a product that users interact with. C) To prioritize functionality over aesthetics. D) To skip the prototyping phase.
A) An outdated design trend. B) A random design element. C) A recurring solution to a common design problem. D) A marketing strategy.
A) A loop of visual feedback. B) The final stage before product release. C) The process of gathering user feedback, making improvements, and repeating the cycle. D) Ignoring user feedback.
A) To skip the prototyping phase. B) To limit creativity. C) To ignore user feedback. D) To maintain consistency in design elements throughout a product.
A) A user goal is more important than a task. B) A task is the broader objective, while a user goal is a specific action. C) There is no difference. D) A user goal is the broader objective, while a task is a specific action to achieve that goal.
A) To ignore user preferences. B) To focus on technical specifications. C) To limit creativity in design. D) To represent user needs, behaviors, and goals during the design process.
A) To focus solely on aesthetics. B) To compare two versions of a design to see which one performs better. C) To skip the user testing phase. D) To increase the number of features.
A) To limit creativity in design. B) To confuse users. C) To make the product more challenging to use. D) To provide users with familiar and predictable experiences.
A) Graphic Design. B) Backend Development. C) Information Architecture. D) Copywriting.
A) A usability testing method. B) A coding technique. C) Creating user personas. D) A process to understand user behaviors and emotions through a visual representation.
A) To decrease user satisfaction. B) To prioritize aesthetics over functionality. C) To identify issues, improve usability, and meet user needs. D) To limit changes to the design.
A) To make the product more complicated. B) To increase development time. C) To skip the design phase. D) To validate design decisions, identify issues, and improve user satisfaction.
A) An individual design element. B) A collection of reusable components and guidelines to design products consistently. C) A marketing strategy. D) A final design output. |