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A) An outdated design trend.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