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 B) An outdated design trend.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