UI And Ux Design QUIz

Reviewed by Godwin Iheuwa
Godwin Iheuwa, MS, Computer Science |
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Godwin is a proficient Database Administrator currently employed at MTN Nigeria. He holds as MS in Computer Science from the University of Bedfordshire, where he specialized in Agile Methodologies and Database Administration. He also earned a Bachelor's degree in Computer Science from the University of Port Harcourt. With expertise in SQL Server Integration Services (SSIS) and SQL Server Management Studio, Godwin's knowledge and experience enhance the authority of our quizzes, ensuring accuracy and relevance in the realm of computer science.
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UI And Ux Design QUIz - Quiz

Test your knowledge of User Interface (UI) and User Experience (UX) design with our engaging Image UI and UX Design Quiz. In this interactive quiz, you'll explore the exciting world of design principles, visual aesthetics, and user-centric thinking.
Are you fascinated by the way websites and mobile apps look and feel? Do you enjoy creating visually appealing interfaces that provide seamless user experiences? The Image UI and UX Design Quiz features a variety of captivating visuals, illustrations, and screenshots to stimulate your visual learning. Through carefully crafted questions and options, you'll discover the importance of intuitive navigation, effective use Read moreof color and typography, and the impact of design choices on user engagement.
Unleash your creativity as you analyze different interface designs and make informed decisions about their usability and visual appeal. By participating in this quiz, you'll develop essential skills in critical thinking, problem-solving, and design evaluation. Get ready to embark on a visual journey into the exciting world of UI and UX design by taking our interactive Image UI and UX Design Quiz today!


UI and UX Design Questions and Answers

  • 1. 

    Which of the following are examples of UI?

    • A.

      Key (for opening door)

    • B.

      TV Remote

    • C.

      Button (in an app)

    • D.

      All of the above

    Correct Answer
    D. All of the above
    Explanation
    All of the options provided are examples of UI (User Interface). A UI is the means through which a user interacts with a system or device. The key for opening a door, the TV remote, and a button in an app are all interfaces that allow users to perform actions and control the respective systems. Therefore, all of the options listed can be considered examples of UI.

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  • 2. 

    What are some good examples of UX?

    • A.

      Duolingo

    • B.

      Paypal

    • C.

      MailChimp

    • D.

      All of the above

    Correct Answer
    D. All of the above
    Explanation
    All of the mentioned examples - Duolingo, Paypal, and MailChimp - are considered good examples of User Experience (UX). These platforms have been designed with a focus on providing a seamless and user-friendly experience to their users. Duolingo offers a gamified language learning experience, making it engaging and enjoyable. Paypal provides a secure and convenient payment experience for users. MailChimp offers a user-friendly interface for managing email marketing campaigns. Therefore, all of these examples exemplify good UX practices.

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  • 3. 

    Which is the correct sequence of Design Thinking?

    • A.

      Research -> Analysis -> Define -> Design -> Test 

    • B.

      Define -> Research -> Analysis -> Design -> Test 

    • C.

      Define -> Research -> Design -> Test  -> Analysis  

    • D.

      Design -> Test  -> Analysis -> Define -> Research ->

    Correct Answer
    A. Research -> Analysis -> Define -> Design -> Test 
    Explanation
    The correct sequence of Design Thinking is to first research to gather information and insights, then analyze the findings to identify patterns and opportunities. After that, the next step is to define the problem or challenge based on the analysis. Once the problem is defined, the design phase begins where potential solutions are created. Finally, the solutions are tested to gather feedback and iterate on the design if necessary.

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  • 4. 

    Which is the right definition for UX Laws?

    • A.

      Millers Law – Create UX similar to existing ones Jakob's Law – Chunking into blocks of 5-9 units Fitt's Law – Experience is inversely proportional to Long Distance & Small Button Size

    • B.

      Millers Law – Create UX similar to existing ones Jakob's Law – Experience is inversely proportional to Long Distance & Small Button Size Fitt's Law – Chunking into blocks of 5-9 units

    • C.

      Millers Law – Create UX similar to existing ones Jakob's Law – Experience is inversely proportional to Long Distance & Small Button Size Fitt's Law – Chunking into blocks of 5-9 units

    • D.

      Millers Law – Chunking into blocks of 5-9 units Jakob's Law – Create UX similar to existing ones Fitt's Law – Experience is inversely proportional to Long Distance & Small Button Size

    Correct Answer
    D. Millers Law – Chunking into blocks of 5-9 units Jakob's Law – Create UX similar to existing ones Fitt's Law – Experience is inversely proportional to Long Distance & Small Button Size
    Explanation
    Miller's Law: Suggests that the average person can only keep 5-9 chunks of information (items or units) in their working memory at a time. This law is often applied in UX to help structure information into manageable units.
    Jakob's Law: States that users spend most of their time on other sites, which means that users prefer your site to work the same way as all the other sites they already know. Design for patterns for familiarity and usability.
    Fitts's Law: The time to acquire a target is a function of the distance to and size of the target. For UX, this means that interactive elements should be large enough and positioned close enough to minimize effort, thereby enhancing user experience.

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  • 5. 

    Which is the right example for Contextual UX?

    • A.

      Providing the option to swipe photos 

    • B.

      Personalization 

    • C.

      Google maps turning dark at night

    • D.

      Playing songs suitable to mood of the day

    Correct Answer(s)
    B. Personalization 
    C. Google maps turning dark at night
    D. Playing songs suitable to mood of the day
    Explanation
    Contextual UX refers to designing user experiences that are tailored to the specific context or situation in which they are being used. Personalization, Google maps turning dark at nights, and playing songs suitable to the mood of the day are all examples of contextual UX. Personalization involves customizing the user experience based on individual preferences and needs. Google maps turning dark at nights is an example of adapting the interface to the time of day, providing a more suitable and comfortable experience for users in low-light conditions. Playing songs suitable to the mood of the day is another example of tailoring the user experience to the current context, enhancing the overall user satisfaction.

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  • 6. 

    Which of the following is true?

    • A.

      Wireframe - Paper & Pen sketch  Mockups - Model with colors and visual UX Prototype - Interactive model 

    • B.

      Mockups - Paper & Pen sketch  Wireframe - Model with colors and visual UX Prototype - Interactive model 

    • C.

      Wireframe - Basic design of the product Mockups - Intermediary design of the product Prototype - Advanced design of the product  

    • D.

      Mockups - Intermediary design of the product Wireframe - Basic design of the product Prototype - Advanced design of the product  

    Correct Answer
    C. Wireframe - Basic design of the product Mockups - Intermediary design of the product Prototype - Advanced design of the product  
    Explanation
    A wireframe is a basic, often low-fidelity representation of the layout of a website or app, which typically doesn't include color or stylistic elements. Mockups are more detailed than wireframes, often high-fidelity and include visual and typographic design choices, but they are not interactive. Prototypes are advanced and often interactive models of a product that simulate the user interface and experience. They are used for testing before final development.

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  • 7. 

    What is usability?

    • A.

      Quality attribute that measures how easy user interfaces are to use.

    • B.

      Methods for improving ease-of-use during the design process.

    • C.

      Both A and B

    • D.

      None of the above

    Correct Answer
    C. Both A and B
    Explanation
    The correct answer is "Both A and B". Usability refers to the quality attribute that measures how easy user interfaces are to use. It also includes methods for improving ease-of-use during the design process. Both aspects are important in ensuring that a product or system is user-friendly and meets the needs of its users.

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  • 8. 

    On an average, how many websites fail at UX?

    • A.

      70%

    • B.

      25%

    • C.

      12%

    • D.

      56%

    Correct Answer
    A. 70%
    Explanation
    Statistics on user experience reveal that up to 70% of online businesses encounter failure as a result of poor usability in their websites and apps.

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  • 9. 

    What is the primary focus of User Experience (UX) Design?

    • A.

      Enhancing the visual elements of a website

    • B.

      Optimizing the product's interface for search engines

    • C.

      Improving the overall feel and ease of use for the user

    • D.

      Increasing the loading speed of the website

    Correct Answer
    C. Improving the overall feel and ease of use for the user
    Explanation
    User Experience (UX) Design is concerned with all aspects of the user's interaction with a company, its services, and its products. The primary goal of UX design is to create easy, efficient, relevant, and all-around pleasant experiences for the user. While visual design (UI) is a significant aspect, UX encompasses a broader scope that includes the entire process of integrating the product, including branding, design, usability, and function.

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  • 10. 

    The term "User Experience" was coined by whom?

    • A.

      Don Norman

    • B.

      Bill Gates

    • C.

      Jakob

    • D.

      None of the above

    Correct Answer
    A. Don Norman
    Explanation
    Don Norman is credited with coining the term "User Experience." He is a renowned cognitive scientist and usability engineer who popularized the concept of user-centered design. Norman's book, "The Design of Everyday Things," published in 1988, introduced the term and emphasized the importance of designing products and systems that are intuitive, easy to use, and provide a positive user experience. His work has had a significant impact on the field of human-computer interaction and has shaped the way designers approach the creation of user-friendly products and interfaces.

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Godwin Iheuwa |MS, Computer Science |
Computer Expert
Godwin is a proficient Database Administrator currently employed at MTN Nigeria. He holds as MS in Computer Science from the University of Bedfordshire, where he specialized in Agile Methodologies and Database Administration. He also earned a Bachelor's degree in Computer Science from the University of Port Harcourt. With expertise in SQL Server Integration Services (SSIS) and SQL Server Management Studio, Godwin's knowledge and experience enhance the authority of our quizzes, ensuring accuracy and relevance in the realm of computer science.

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  • Current Version
  • Apr 28, 2024
    Quiz Edited by
    ProProfs Editorial Team

    Expert Reviewed by
    Godwin Iheuwa
  • May 05, 2022
    Quiz Created by
    Themes

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