UX Design Institute - Professional Diploma Final
Questions & Correct Answers - Latest Update
Already Graded A+
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?
1 || |P |a |g |e
,➹➹➹: |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?
2 || |P |a |g |e
,➹➹➹: |- |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)
3 || |P |a |g |e
, 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
4 || |P |a |g |e
Questions & Correct Answers - Latest Update
Already Graded A+
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?
1 || |P |a |g |e
,➹➹➹: |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?
2 || |P |a |g |e
,➹➹➹: |- |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)
3 || |P |a |g |e
, 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
4 || |P |a |g |e