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 B) An outdated design trend.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