Diploma Final Exam
"What can designers do to make the payment process better? - CORRECT ANSWER -
follow conventional flow
- minimize questions and inputs
- use auto-formatting for card numbers and exp. dates
- increase perception of security w/ icons and logos"
"What happens during micro-tasks (or modes)? - CORRECT ANSWER - completing
micro-task = performing specific functions and the interface changes to focus on that
task --> navigation/content is removed"
"what is a prototype? - CORRECT ANSWER - tool used to validate designs/solutions to
ensure they're effective before committing to building
- simulates working products and interactive experiences for testing"
"What are the benefits of prototyping? - CORRECT ANSWER - helps improve quality of
designs and validate assumptions
- identifies issues before building
- reduces risk of building flaws and costs
- helps share ideas with team/stakeholders"
"concept: fidelity - CORRECT ANSWER - fidelity: how closely prototype replicates the
end-state of product
- high, medium, and low fidelity choice depends on resources/skills, time and money,
audience it'll be shared with, and what needs testing"
"What is a low fidelity prototype? - CORRECT ANSWER - usually pen and paper
- can learn broad concepts and mental models, and how to optimize flow
- PROS: quick, cheap, catch potential problems early, low skill needed
- CONS: limited learning, can't test interaction/experiences"
"what is a medium fidelity prototype? - CORRECT ANSWER - fairly detailed but objects
are presented in wireframe
- can learn about more detailed concepts/flows, effective screen layout/hierarchy, basic
interactions, navigation, copy and labeling
- PROS: fast/cheap, better testing, easier to communicate ideas to stakeholders, richer
data"
"what is a high fidelity prototype? - CORRECT ANSWER - visual design is almost
indistinguishable from final product --> usually limited to how screens look and can use
real code for interactions
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, - can learn about flows/concepts, screen design/layout, performance of design, and test
interactions
-PROS: richer user testing, easy for developer to understand what needs to be built,
effective for stakeholder buy-in"
"what is handover documentation and what's important to include in it? - CORRECT
ANSWER - needed for transition from prototyping phase to building phase in UX
design process
"definition: edge cases - CORRECT ANSWER use cases that occur less frequently;
things that few people do infrequently"
"what are the rules for prioritizing? - CORRECT ANSWER 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 - CORRECT ANSWER - the social and physical environment where
the product is being used"
"concept: Paradox of Specificity - CORRECT ANSWER - 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 - CORRECT ANSWER idea of how a product works"
"definition: design model - CORRECT ANSWER how a product actually works"
"definition & example: quantitative research - CORRECT ANSWER - structured,
numerical, measurable, objective, statistical, broad insights
- larger sample size;
- "hard" science
- ex. multiple choice questions, analytics"
"definition & example: qualitative research - CORRECT ANSWER - unstructured, not
measurable, subjective, focus groups, deep insight
- smaller sample size
- "soft" science w/ grey areas
- ex. usability tests, open-ended survey questions"
"definition & example: observational research - CORRECT ANSWER - conclusions
based on culmination of collected data
- ex. Google Analytics for ads"
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