UX Design Institute - Professional
Diploma Final Exam Questions and
Answers
concept: Golden Thread - -set of concepts/ideas that articulate UX design
process;
1. UX design is a problem solving discipline
2. UX is a process
3. UX is a research-based discipline
4. Qualitative research is more insightful than quantitative
5. Flow is important to creating a pleasant experience
6. UX is a tool for minimizing risk of wasting time/money and of building poor
quality product
- 3 types of design that go into high quality products - -- functional design
- aesthetic design
- experience design
- Why does experience matter? - -Negative emotions have a multiplier
effect; one negative experience can outweigh many positives
- 2 responsibilities of an experience designer - -1. product integrity; they
represent the user AND the integrity of the product itself
2. product desirability
- 3 key ingredients of a successful product - -1. viability (business) - product
has to make or save money for the business
2. feasibility (technology) - product has to be buildable at a viable price
3. desirability (customer) - product has to be solving a problem to make a
customer want to use it
- questions to ask to identify desirability - -1. is there a problem?
2. is our product solving it?
3. is the experience great?
- What are the inputs and outputs of UX? - -- Inputs: user testing,
interviews, wireframes, journey maps
- Outputs: money
- What are the business benefits of UX? - -- increase revenue, customer
acquisitions, conversions, customer satisfaction, customer retention,
sales/sales per visitor/revenue per sale
- reduce cost, customer turnover, time to market
, - concept: UX design process - -research -> define -> design -> prototype -
> validate/test
- what are the benefits of the design process? - -- vision is clear
- product is visualized in high-fidelity
- process has a natural structure that is easily understandable
- ideas can be iterated cheaply
- 3 success factors (viability, feasibility, desirability) are given equal
importance
- examples of design pitfalls - -- not carrying out customer research
- designing for yourself
- being technology-led rather than customer-led
- concept: danger of features - -- features involve trade-offs --> each new
feature crowds an existing one;
adds too much complexity and cost (time & money)
- possible problems w/ software development - -- focus on features vs. goals
- failure to follow the design process and produce high-fidelity designs
- failure to prioritize
- what is the importance of low-fidelity design? - -- reduces ambiguity on
what a product could be like
- gives time and space to validate a design before building
- reduces rick of spending extra money/time, creating low-quality products,
and damaging the brand
- definition: edge cases - -use cases that occur less frequently; things that
few people do infrequently
- what are the rules for prioritizing? - -NOT ALL USE CASES ARE MADE
EQUAL
- things that most people do most often
- things that some people do somewhat often
- things that few people do infrequently (edge cases)
- definition: context - -- the social and physical environment where the
product is being used
- concept: Paradox of Specificity - -- by getting more specific about the
goals/behaviors/context of target audience, the product will be more likely to
be used by wider audience
- definition: mental model - -idea of how a product works
Diploma Final Exam Questions and
Answers
concept: Golden Thread - -set of concepts/ideas that articulate UX design
process;
1. UX design is a problem solving discipline
2. UX is a process
3. UX is a research-based discipline
4. Qualitative research is more insightful than quantitative
5. Flow is important to creating a pleasant experience
6. UX is a tool for minimizing risk of wasting time/money and of building poor
quality product
- 3 types of design that go into high quality products - -- functional design
- aesthetic design
- experience design
- Why does experience matter? - -Negative emotions have a multiplier
effect; one negative experience can outweigh many positives
- 2 responsibilities of an experience designer - -1. product integrity; they
represent the user AND the integrity of the product itself
2. product desirability
- 3 key ingredients of a successful product - -1. viability (business) - product
has to make or save money for the business
2. feasibility (technology) - product has to be buildable at a viable price
3. desirability (customer) - product has to be solving a problem to make a
customer want to use it
- questions to ask to identify desirability - -1. is there a problem?
2. is our product solving it?
3. is the experience great?
- What are the inputs and outputs of UX? - -- Inputs: user testing,
interviews, wireframes, journey maps
- Outputs: money
- What are the business benefits of UX? - -- increase revenue, customer
acquisitions, conversions, customer satisfaction, customer retention,
sales/sales per visitor/revenue per sale
- reduce cost, customer turnover, time to market
, - concept: UX design process - -research -> define -> design -> prototype -
> validate/test
- what are the benefits of the design process? - -- vision is clear
- product is visualized in high-fidelity
- process has a natural structure that is easily understandable
- ideas can be iterated cheaply
- 3 success factors (viability, feasibility, desirability) are given equal
importance
- examples of design pitfalls - -- not carrying out customer research
- designing for yourself
- being technology-led rather than customer-led
- concept: danger of features - -- features involve trade-offs --> each new
feature crowds an existing one;
adds too much complexity and cost (time & money)
- possible problems w/ software development - -- focus on features vs. goals
- failure to follow the design process and produce high-fidelity designs
- failure to prioritize
- what is the importance of low-fidelity design? - -- reduces ambiguity on
what a product could be like
- gives time and space to validate a design before building
- reduces rick of spending extra money/time, creating low-quality products,
and damaging the brand
- definition: edge cases - -use cases that occur less frequently; things that
few people do infrequently
- what are the rules for prioritizing? - -NOT ALL USE CASES ARE MADE
EQUAL
- things that most people do most often
- things that some people do somewhat often
- things that few people do infrequently (edge cases)
- definition: context - -- the social and physical environment where the
product is being used
- concept: Paradox of Specificity - -- by getting more specific about the
goals/behaviors/context of target audience, the product will be more likely to
be used by wider audience
- definition: mental model - -idea of how a product works