Figma Designer Fundamentals 1 — Questions and Answers
Question 1: What may be characterized as a study technique used to check whether users of a product or service can do so without difficulty?
- Usability Testing (Correct answer)
- Wireframing
- Network Testing
- Strep Testing
Correct answer: Usability Testing
Usability testing is a research method where real users interact with a product or service to identify usability problems, collect qualitative and quantitative data, and determine the participant's satisfaction. Its core purpose is to evaluate how easy and intuitive a product is to use, ensuring users can achieve their goals efficiently and effectively.
Question 2: Let's say you're developing an app for students in the third grade. Who in your social circle would make the best test subjects?
- Three female bowling league members
- Men from your book club—three of them
- Your grandma's church choir's three tenors
- Three eighth-graders from the scout group of your neighbor (Correct answer)
Correct answer: Three eighth-graders from the scout group of your neighbor
While ideally, you'd test with actual third-graders, the best available option from the choices are eighth-graders. They are still within a relevant age range (children/young adolescents) and would likely provide more accurate feedback on an app designed for younger students than adults. They can offer insights into child-friendly interfaces and engagement, even if not the exact target demographic.
Question 3: Let's say Julie is developing an online store for her collection of casual shoes. Who would make the best test subject for her usability research?
- Her mother, a novice computer user
- Her neighbor who is colorblind to red and green
- Her runner partner
- A mix of all three (Correct answer)
Correct answer: A mix of all three
For comprehensive usability research, it's best to test with a diverse group of users who represent different potential user segments and challenges. A novice computer user can highlight basic usability issues, a colorblind person can reveal accessibility problems, and a runner partner might represent a specific user persona interested in shoes. A mix ensures a broader range of feedback and uncovers more varied issues.
Question 4: At this stage, the app's functionality, features, and other elements are being determined.
- Designing (Correct answer)
- Gathering of Requirements
- Testing
- Planning
Correct answer: Designing
The 'Designing' stage is where the detailed specifications for an app's functionality, features, and overall user experience are fleshed out. This involves creating wireframes, mockups, and prototypes that define how the app will look, what it will do, and how users will interact with it, translating requirements into a visual and interactive plan.
Question 5: This technique involves fast assembling a functioning model in order to test different design elements, explain concepts or features, and obtain preliminary user input.
- Prototyping (Correct answer)
- Software Development
- Requirement Analysis
- Design Planning
Correct answer: Prototyping
Prototyping is the process of creating preliminary versions or models of a product to test ideas, gather feedback, and iterate on designs quickly. It allows designers to simulate user flows, demonstrate functionality, and validate concepts with stakeholders and users before committing to full development, saving time and resources.
Question 6: The function and interaction of this prototype are generally constrained.
- Evolutionary Prototyping
- Low Fidelity Prototyping (Correct answer)
- High Fidelity Prototyping
- Throw Away Prototyping
Correct answer: Low Fidelity Prototyping
Low-fidelity prototypes are basic, often hand-drawn or digitally sketched, representations of a design. They focus on core functionality and layout rather than visual details, meaning their interactions are typically limited and constrained. Their purpose is to quickly test concepts and user flows without investing much time in visual polish.
Question 7: Bad designs have the trait of breaking unexpected sections of the system when changes are made.
- Fragility (Correct answer)
- Immobility
- Flexible
- Rigidity
Correct answer: Fragility
Fragility in design refers to a system where small, seemingly isolated changes in one part lead to unexpected and widespread failures or bugs in other, unrelated parts. This indicates a poor architectural design with tight coupling and lack of modularity, making the system difficult to maintain and evolve without introducing new problems.
What may be characterized as a study technique used to check whether users of a product or service can do so without difficulty?