The Big UX Quiz: 118 Questions to Challenge Your UX Knowledge
Summary: Take the test and check if your knowledge of UX concepts and principles is as broad as you think. This comprehensive quiz visits most corners of the UX universe.
Hat tip to Nick Fine for the idea of a general UX knowledge quiz. His quiz has 10 items, so it’s much faster than mine to complete. I decided to go overboard and create the biggest UX quiz I have seen, with 118 questions.
Biggest UX quiz ever? Maybe, maybe not. It’s certainly big. (Leonardo)
The quiz answers are now available.
To keep yourself honest, I strongly suggest that you write down the letters you picked as the correct answer for each question. This will make it fast for you to score your performance and avoid the risk of selective memory.
Get out your test pencil and write down your answers to each question to keep yourself honest when computing your score next week. (Reve)
When developing this quiz, I was amazed by the highly different concepts relevant to user experience design. This is what makes the field difficult, but interesting and rewarding. To call yourself a UX expert, you should ideally know the answers to all 118 questions, though younger people may be excused for fumbling some of the history questions at the end.
Here are the questions. They are numbered to make it easy to find the answers, but the numbers have no other meaning. The only structure to this quiz is that concept questions come first, and history questions are last.
This quiz aims for a balanced view of the many aspects of the UX field, drawing from both theory and practice. (Ideogram)
Take a close look at these 118 questions and make sure to write down your answers before you check the answers. (ChatGPT)
Question 1: What is the name for a set of response options in a survey where each item is labeled with a name or number, but there is no order for these labels, so we cannot say that one name is bigger than another?
A) Interval scale
B) Nominal scale
C) Ordinal scale
D) Ratio scale
Question 2: Which of the following best describes the relationship between User Experience (UX) and Usability?
A) UX and Usability are synonymous; they both refer to the overall feeling a user has when interacting with a product.
B) Usability is a subjective measure of user satisfaction, while UX is an objective measure of efficiency.
C) Usability is a component of UX, focusing on learnability, efficiency, and satisfaction within a specific context of use.
D) UX focuses on the visual design of a product, while usability focuses on the underlying code.
Question 3: The "Paradox of Choice" in UX design suggests that:
A) Users always prefer having more options, even if it leads to decision fatigue.
B) Users are more likely to be satisfied with a product when they have fewer, well-curated choices.
C) Users are indifferent to the number of choices as long as the interface is aesthetically pleasing.
D) Users prefer a minimalist design approach, even if it means sacrificing functionality.
Question 4: In a usability test, what is the primary purpose of the "think aloud" protocol?
A) To measure the user's emotional response to the product's aesthetics.
B) To assess the user's technical skills and proficiency with the interface.
C) To encourage the user to provide positive feedback about the product.
D) To gain insight into the user's thought processes, motivations, and frustrations while interacting with the system.
Question 5: The "serial position effect" suggests that users tend to best remember:
A) Items in the middle of a list
B) Items at the beginning and end of a list
C) Only the last few items they see
D) Items that are visually distinct.
Question 6: The "Gestalt Principles" in visual design are primarily concerned with:
A) The implementation of animations and transitions to enhance user engagement.
B) The use of color and typography to create a visually appealing interface.
C) The way humans perceive and organize visual elements into meaningful wholes.
D) The use of metaphors and analogies to simplify complex interactions.
Question 7: What is the primary goal of conducting a "heuristic evaluation"?
A) To gather quantitative data on user behavior through A/B testing.
B) To identify potential usability problems based on established design principles and guidelines.
C) To compare the usability of a product against its competitors.
D) To assess the accessibility of a product for users with disabilities.
Question 8: A/B testing is a valuable technique in UX research because it allows designers to:
A) Conduct in-depth interviews with a small number of users to understand their motivations.
B) Compare two versions of a design element to determine which performs better with users.
C) Evaluate the overall aesthetic appeal of a product based on subjective feedback.
D) Assess the technical feasibility of a design concept before implementation.
Question 9: The "Zeigarnik effect" in UX design suggests that:
A) Users remember completed tasks better than incomplete ones
B) Users remember incomplete tasks better than completed ones
C) Users prefer shorter tasks to longer ones
D) Users avoid interrupted tasks.
Question 10: "Mental models" are important in UX design because:
A) They help designers predict user behavior based on users' existing knowledge and expectations.
B) They are visual representations of user workflows and task flows.
C) They are used to assess the cognitive load of an interface.
D) They are techniques for brainstorming innovative design solutions.
Question 11: What is the key principle behind "Gestalt Law of Common Region"?
A) Similar elements tend to be grouped together
B) Elements tend to be perceived as grouped if they share an area with a clear boundary
C) Elements are grouped based on their proximity
D) Elements are grouped based on their size
Question 12: When conducting user research, why is it important to consider both qualitative and quantitative data?
A) Qualitative data is more reliable than quantitative data in understanding user behavior.
B) Quantitative data is easier to collect and analyze than qualitative data.
C) Quantitative data provides statistical insights, while qualitative data provides context and understanding of user motivations.
D) Combining qualitative and quantitative data is not necessary if you have a large enough sample size.
Question 13: In the context of accessibility, what does "WCAG" stand for?
A) Web Content Accessibility Guidelines
B) Website Compliance and General Accessibility
C) Web Communication and Graphic Design
D) World Council on Accessibility Governance
Question 14: The “Double Diamond” process in design generally highlights:
A) A closed feedback loop where all user input is ignored after final release
B) The separation between designing graphics and writing code
C) Two distinct phases of divergent thinking to explore many ideas, followed by convergent thinking to refine solutions
D) A method for evaluating purely aesthetic features in products.
Question 15: A "card sorting" exercise is primarily used to:
A) Test the visual hierarchy of a website.
B) Understand how users categorize information and to inform the design of information architecture.
C) Evaluate the usability of a product's navigation.
) Gather feedback on the aesthetic appeal of a design.
Question 16: Which of these best explains the concept of "cognitive load" in UX design?
A) The amount of mental effort required to use a product or interface.
B) The physical strain placed on a user when interacting with a device.
C) The number of features and functions available in a product.
D) The user's emotional response to a design.
Question 17: What is the main advantage of using a "participatory design" approach?
A) It is a faster and more efficient way to develop a product.
B) It eliminates the need for user testing.
C) It ensures that the final product meets the needs and expectations of the users by involving them in the design process.
D) It allows designers to have complete control over the design process.
Question 18: "Dark patterns" in UX design refer to:
A) Design elements that use a dark color scheme.
B) Design patterns that are outdated and no longer considered best practices.
C) Design patterns that are used for sensitive or confidential information.
D) Deceptive design techniques that manipulate users into taking actions they might not otherwise take.
Question 19: When designing for mobile interfaces, why is "thumb zone" consideration important?
A) It helps determine the optimal font size for readability.
B) It ensures that interactive elements are placed within easy reach of the user's thumb.
C) It dictates the use of color schemes that are visible in bright sunlight.
D) It defines the area of the screen that is most likely to be damaged.
Question 20: In a user interview, what is the primary purpose of asking "open-ended" questions?
A) To guide the user towards providing specific answers.
B) To encourage users to elaborate on their experiences and perspectives in their own words.
C) To obtain quantifiable data that can be easily analyzed.
D) To keep the interview short and focused.
Question 21: Which of the following is the most significant difference between user interface (UI) design and user experience (UX) design?
A) UI design focuses on the visual elements and interactivity, while UX design encompasses a broader range of considerations, including user research, information architecture, and usability.
B) UI design is about creating aesthetically pleasing interfaces, while UX design is about making products functional.
C) UX design is more important than UI design.
D) UX design is primarily concerned with the technical aspects of a product, while UI design focuses on the user's emotional response.
Question 22: "Progressive disclosure" is a UX design technique that involves:
A) Revealing all features and options to the user at once.
B) Gradually introducing complexity by showing only essential information initially and revealing more details as needed.
C) Using animations to make the interface more engaging.
D) Requiring users to complete a lengthy registration process before accessing the product.
Question 23: Which of the following research methods is most suitable for understanding the context in which a product will be used?
A) A/B testing
B) Surveys
C) Eye tracking
D) Ethnographic studies
Question 24: What is the primary purpose of a "customer journey map"?
A) To track the technical performance of a website.
B) To visualize the steps a user takes to achieve a goal, including their emotions and pain points.
C) To create a detailed profile of the target audience.
D) To document the development process of a product.
Question 25: In UX design, what does the acronym "IA" stand for?
A) Interactive Animation
B) Interface Aesthetics
C) Information Architecture
D) Iterative Analysis
Question 26: A product team is developing a new feature for an existing product. What is the best approach to ensure the feature is useful to the largest number of existing users?
A) Add as many customization options as possible, enabling each user to create their own ideal experience.
B) Focus on building something innovative and unique, even if it requires users to learn a new interaction pattern.
C) Design a powerful feature that addresses all user needs, even if it makes the interface more complex.
D) Conduct user research to understand the most common user needs and pain points, then design a solution that addresses them effectively.
Question 27: What is the main benefit of using a "design system"?
A) It allows designers to create unique and innovative interfaces for each project.
B) It ensures consistency and efficiency by providing a reusable set of components, patterns, and guidelines.
C) It eliminates the need for user testing.
D) It guarantees that the final product will be visually appealing.
Question 28: "Skeuomorphism" in design refers to:
A) The use of flat, minimalist design principles.
B) The practice of making digital interfaces resemble real-world objects.
C) A technique for creating abstract and non-representational designs.
D) A method for optimizing website loading speed.
Question 29: What is the main challenge when designing for a global audience?
A) Ensuring the product is technically compatible with different devices and browsers.
B) Translating the content into multiple languages.
C) Creating a design that is visually appealing to everyone.
D) Addressing cultural differences in user behavior, expectations, and values.
Question 30: The "80/20 rule" (Pareto Principle) when applied to usability suggests that:
A) 80% of usage will be accounted for by 20% of a product's features.
B) 80% of usability problems will be discovered by the first 20% of users.
C) 80% of the effort in UX design should be focused on the visual design and 20% on everything else.
D) 80% of users will prefer a minimalist design, whereas 20% prefer more features.
Question 31: Which of the following error messages best follows UX writing best practices for helpful microcopy?
A) "Error 409: File upload failure."
B) "Your file couldn’t be uploaded. Check your internet connection and try again."
C) "Upload failed due to invalid action by user."
D) "Oops... something went wrong!!!"
Question 32: In product design methodology, what does the term "Minimum Viable Product (MVP)" refer to?
A) An early prototype used only for internal testing and never shown to users.
B) A high-fidelity demo with most features faked, created primarily to impress stakeholders.
C) The simplest functional version of a product that addresses core user needs and can be released to gather feedback.
D) A concept validation technique that involves surveying users about an idea without building any product.
Question 33: Which practice contributes most to accessibility for users with visual impairments?
A) Using low-contrast text (e.g., light gray on white) for a modern, minimalist look.
B) Conveying important information solely through color distinctions (e.g., red text for errors without icons or labels).
C) Relying on users to adjust their device settings to compensate for poor contrast.
D) Ensuring sufficient contrast between text and background colors, following WCAG guidelines.
Question 34: What is the primary purpose of creating user personas in UX design?
A) To document every detail about a single real user who was interviewed or tested.
B) To segment users purely by demographic criteria (age, gender, income) for targeted marketing.
C) To represent archetypal users’ goals, needs, and behaviors so the design can be tailored to support them.
D) To avoid doing user research by using fictional characters as a substitute for actual user data.
Question 35: Which of the following is an example of a dark pattern in UX?
A) A site automatically saves your preferences to improve your experience next time.
B) An app shows a standard confirmation dialog ("Are you sure you want to delete?") before a destructive action.
C) A form clearly indicates which fields are optional and which are required.
D) A subscription page deliberately hides the "Cancel subscription" option, making it hard for users to opt out.
Question 36: A design team assumes that users will behave and think as they do, so they skip user research. Which cognitive bias does this illustrate?
A) False consensus effect.
B) Confirmation bias.
C) Recency bias.
D) Hawthorne effect.
Question 37: Hick’s Law relates to decision-making in user interfaces. Which statement correctly reflects Hick’s Law?
A) It says people can remember only 7±2 chunks of information in short-term memory.
B) It says the more options a user must choose from, the longer the user will take to make a decision.
C) It says the bigger a target on screen, the faster it is to click (all else being equal).
D) It says breaking a task into many small steps always reduces cognitive load on users.
Question 38: Which design choice is a mobile UX best practice for touch interfaces?
A) Placing interactive buttons and links very close together to use screen space efficiently.
B) Relying on hover tooltips to provide additional information on mobile buttons.
C) Assuming users will pinch-zoom if touch targets (buttons) are too small to hit accurately.
D) Using sufficiently large touch targets (around 7–10mm, or ~44px) for tappable elements.
Question 39: Which of the following is an example of a forcing function (constraint that prevents misuse) in design?
A) A car’s ignition system that allows the key to be removed only when the transmission is in "Park."
B) A light switch designed to look identical to its neighbors, making it hard to tell which one to flip.
C) A smartphone app that vibrates when you hit a wrong key on the on-screen keyboard.
D) A door that has a "Pull" handle on it, but actually needs to be pushed to open.
Question 40: According to cognitive load theory, which design approach helps minimize extraneous cognitive load on users?
A) Organizing content with a clear visual hierarchy and chunking information into digestible sections.
B) Presenting as much information as possible on each screen to minimize the number of clicks.
C) Requiring users to memorize information from one step to use in a later step.
D) Deliberately making tasks mentally challenging so that users will learn the interface more thoroughly.
Question 41: In the context of UX, which interpretation of Miller’s “magical number 7±2” is most accurate?
A) Every menu in an interface should be limited to at most 7 items, because users can’t handle more options.
B) Users cannot remember more than 7 passwords in total, so applications should enforce that limit.
C) On average, people can hold about 5–9 items in their working memory, so interfaces should avoid requiring users to recall or juggle more than that at once.
D) Forms should never have more than 7 fields, to match cognitive capacity.
Question 42: In a certain app, when a user must enter a verification code, the app does not display the code on the same screen and provides no option to copy it, forcing the user to memorize it from elsewhere. This design fails which usability heuristic?
A) Error prevention.
B) Flexibility and efficiency of use.
C) Aesthetic and minimalist design.
D) Recognition rather than recall.
Question 43: In a form interface, several related fields are enclosed inside a visible box. According to Gestalt principles, this box causes users to perceive those fields as a group by the principle of:
A) Proximity.
B) Similarity.
C) Closure.
D) Common region.
Question 44: Which challenge is more unique to usability testing a physical product prototype (e.g., a kitchen appliance) compared to testing a digital prototype?
A) Recruiting participants who match the target user profile.
B) Gathering subjective feedback about how users feel using the product.
C) Making quick design iterations based on user feedback between test sessions.
D) Defining clear user tasks for participants to attempt during the test.
Question 45: What is the main principle behind "progressive enhancement" in web design?
A) Starting with a basic experience and adding complexity for capable browsers
B) Gradually introducing new features over time
C) Increasing website performance incrementally
D) Adding visual effects as users scroll.
Question 46: How can UX design practices be effectively integrated into an Agile software development process?
A) By completing all user research and UX design before Agile sprints begin (to avoid interrupting development).
B) By conducting frequent, small-scale user tests or research activities in each sprint (or in parallel) to continually inform iterative design improvements.
C) By focusing only on new features during sprints and postponing any UX improvements until a “polish” phase at the end.
D) By having designers produce extensive documentation during each sprint instead of collaborating with the development team.
Question 47: Which of the following is a user experience metric (as opposed to a pure business metric)?
A) Task success rate (percentage of users who can complete a key task successfully).
B) Monthly revenue per user.
C) Number of new user sign-ups per week.
D) Server uptime (percentage of time the system is operational).
Question 48: According to ISO 9241-11, usability is defined by three key aspects. Which of the options is one of these aspects?
A) Learnability.
B) Memorability.
C) Accessibility.
D) Satisfaction.
Question 49: In physical product design, designers use anthropometric data to:
A) Evaluate users’ memory and cognitive load during product use.
B) Measure users’ emotional responses to a product’s appearance.
C) Determine appropriate dimensions and ergonomics by referencing human body measurements and variability.
D) Analyze eye-tracking patterns when users look at a control panel.
Question 50: A stove has four burners arranged in a square, but its four control knobs are lined up in a row, confusing users about which knob corresponds to which burner. Which design principle is poorly implemented in this stove?
A) Natural mapping between controls and their effects.
B) Consistency in the visual styling of the controls.
C) Clear labeling to indicate each control’s function.
D) Immediate feedback for each control action.
Question 51: The Peak–End Rule (by Kahneman et al.) suggests that people’s overall evaluation of an experience is largely determined by:
A) The average level of satisfaction throughout the entire experience.
B) The most intense (best or worst) moment of the experience and the very end of the experience.
C) Only the first and last moments of the experience.
D) The total duration of the experience, with longer experiences rated as better.
Question 52: Which scenario is best suited for an A/B test rather than a traditional usability test?
A) You have two different designs for a homepage and want to know which one leads to a higher conversion rate (sign-ups) when deployed to real users.
B) You have a new prototype and want to observe and interview users to discover usability problems in the design.
C) You are early in design and want to get feedback on whether the concept meets user needs through one-on-one sessions.
D) You want to find out why users are abandoning their shopping cart by watching them perform the task and asking questions.
Question 53: Based on Fitts’s Law, which guideline is advisable for interface design?
A) Place interactive targets farther away from where users’ mouse or finger typically is, to encourage deliberate movement.
B) Make tappable/clickable targets as small as possible to conserve screen space.
C) Increase the number of options on screen since target size doesn’t impact selection time as much as quantity does.
D) Ensure important buttons are either larger in size or positioned closer to the user’s likely focus/start point, so they can be acquired faster.
Question 54: Which statement about low-fidelity prototypes is true?
A) They take more time and resources to create than high-fidelity prototypes.
B) They are quick and inexpensive to create, encouraging early user feedback since stakeholders focus on content and flow rather than visuals.
C) They provide a very realistic user interface with exact visual design and interactions.
D) They are typically used only at the end of the design process to document the final product.
Question 55: A team has a preliminary app design and wants to identify major usability issues before investing in coding, but they have no access to end-users this early. Which evaluation method would be most appropriate?
A) A/B testing different versions of the app with a large user base.
B) A field study observing actual users in their natural environment using the app.
C) A heuristic evaluation conducted by UX experts using established usability principles.
D) A closed-beta launch to thousands of users to collect usage analytics.
Question 56: Research by Jakob Nielsen and Tom Landauer in the 1990s suggested that testing with roughly 5 users can uncover about what proportion of usability problems (for a given set of tasks)?
A) ~30% of the problems.
B) ~50% of the problems.
C) ~85% of the problems.
D) ~100% of the problems.
Question 57: Which of these is a summative usability evaluation (as opposed to formative)?
A) After the product is fully built, a usability test is run to measure if it meets predefined UX metrics (e.g. task success rate, satisfaction scores) for sign-off.
B) During early design, a workshop is held with users to explore their needs and iterate on design concepts.
C) Mid-development, designers conduct hallway usability tests on a prototype to fix issues before continuing.
D) Before development starts, experts review wireframes to catch potential usability issues to be fixed in design.
Question 58: Which best defines the concept of “flow” in the user experience context?
A) A mental state where a user is completely immersed and focused on a task without conscious distractions
B) A method for diagramming user interactions step-by-step
C) A measure of navigation speed between screens
D) A concept describing organizational hierarchy of interface elements
Question 59: What is the primary purpose of a usability test in product design?
A) To immediately validate the final release of a product
B) To compare design aesthetics against competing brands
C) To observe how real users interact with a prototype and identify pain points
D) To gather purely quantitative analytics on click rates
Question 60: When researchers say a design has high “affordance,” what do they mean?
A) It provides a premium and expensive look that connotes luxury
B) It immediately suggests how it should be used based on its appearance and shape
C) It confirms that end users are fully satisfied with the branding
D) It ensures that the color scheme is universally appealing
Question 61: In Nielsen’s Usability Heuristics, which principle refers to giving users a way to exit or correct mistakes easily?
A) Flexibility and efficiency
B) Consistency and standards
C) User control and freedom
D) Aesthetic and minimalist design
Question 62: What is the central aim of iterative design in UX?
A) To refine and improve the product continuously through repeated feedback loops
B) To deliver a project in a single finalized pass with minimal updates
C) To prioritize meeting internal stakeholder preferences over end-user needs
D) To guarantee the product goes to market as quickly as possible
Question 63: Which best describes a “cognitive walkthrough” in product design?
A) A purely aesthetic review of color and style
B) A step-by-step evaluation method where experts simulate a user’s thought process
C) A brainstorming session to generate new design ideas
D) A marketing tactic to showcase product features to customers
Question 64: Which statement best captures the essence of “inclusive design”?
A) Designing exclusively for advanced technology users to push boundaries
B) Adapting a product for a single niche group based on brand preference
C) Creating products usable by a wide range of people, including those with varying abilities and contexts
D) Restricting products to minimal color for the sake of uniformity
Question 65: In user research, “contextual inquiry” specifically involves:
A) Conducting remote surveys via email only
B) Testing participants in a closed lab with no distractions
C) Observing and interviewing participants in their natural environment
D) Reading existing product documentation to understand design constraints
Question 66: In a UX context, the term “onboarding” typically refers to:
A) Creating a physical user manual for advanced features
B) The process of guiding new users through basic functions and setup steps
C) A method for version control in software engineering
D) The final step of launching a product in the marketplace
Question 67: When employing the Kano Model in product design, the “excitement” features are:
A) Elements that users expect and would be dissatisfied without
B) Aspects of a product that do not impact user satisfaction in any way
C) Unexpected but delightful features that can significantly boost user satisfaction
D) Security-related features that ensure user data protection
Question 68: The primary reason for creating “wireframes” early in the design process is to:
A) Showcase the final polished design to investors
B) Implement all animations and transitions in detail
C) Skip user research to save time
D) Focus on layout and structure without the distraction of final visuals
Question 69: In a design critique session, the main benefit is to:
A) Dismiss user opinions in favor of strict design guidelines
B) Generate ideas for monetizing the product through ads
C) Receive structured, constructive feedback from peers for continuous improvement
D) Immediately finalize the design without any iteration
Question 70: “Information Architecture” primarily focuses on:
A) The database structure behind user data
B) Organizing, structuring, and labeling content so users can find information effectively
C) Ensuring brand guidelines are adhered to in the product’s marketing campaigns
D) The engineering blueprint of a product’s hardware components
Question 71: In usability, the phrase “error tolerance” generally refers to:
A) How many clicks a user can make before leaving an app
B) The ability of the system to handle user mistakes gracefully without severe consequences
C) The threshold for user complaints before a product recall
D) How designers justify errors as long as the product is visually appealing
Question 72: In the context of “Lean UX,” the primary goal is to:
A) Delay user feedback until the end to save time
B) Reduce heavy documentation and focus on collaborative, iterative user-centered design
C) Outsource design decisions to a third-party agency
D) Invest all resources into marketing efforts rather than product refinement
Question 73: The concept of “design thinking” emphasizes:
A) Prioritizing internal opinions over end-user perspectives
B) Increasing marketing budgets to push untested products
C) A human-centered approach that explores user needs, ideates solutions, and tests prototypes
D) Focusing only on cosmetic enhancements to make products look appealing
Question 74: “Heuristic evaluation” in usability testing involves:
A) Logging every button click to build precise analytics
B) Having a group of experts examine the interface against recognized usability principles
C) Letting real users explore the product with zero guidance
D) Designing visual elements strictly based on brand identity
Question 75: Which best characterizes the key purpose of “task analysis” in UX research?
A) Ensuring the product’s marketing slogans align with user expectations
B) Outlining the main tasks users perform, breaking them down into steps to uncover obstacles
C) Verifying the user interface has the latest design trends
D) Categorizing software frameworks for front-end development
Question 76: “User delight” in product design is primarily achieved by:
A) Overloading the interface with advanced features from the start
B) Eliminating all color in favor of a minimalist black-and-white approach
C) Giving users enough free trials and promotions to keep them engaged
D) Simplifying critical interactions and adding surprising elements that exceed expectations
Question 77: The concept of "cognitive mapping" in UX design primarily refers to:
A) The process of creating site maps
B) Users' mental representations of how a system works
C) The visualization of user flows
D) The documentation of user research findings
Question 78: When discussing “visual hierarchy,” a UX designer is primarily concerned with:
A) The authority levels of stakeholders in a company
B) Guiding the user’s eye through an interface in order of importance
C) Tagging metadata for search engine optimization
D) Enforcing consistent color usage in corporate branding materials
Question 79: “Affinity mapping” in user research helps a team:
A) Sort and group qualitative data to identify emerging themes or patterns
B) Generate a Gantt chart for project management
C) Decide the color palette for product packaging
D) Document legal requirements and compliance standards
Question 80: In a design sprint framework, the prototyping phase aims to:
A) Create polished, final production-ready code for immediate release
B) Test out branding elements and logos
C) Conduct large-scale market analysis for potential competitors
D) Build a rapid, tangible product example to validate ideas quickly
Question 81: In user experience jargon, an “interaction model” generally refers to:
A) The portion of the interface dealing solely with accessibility features
B) A series of style tiles that define the color palette and typography
C) A framework describing how users move between system elements and how the system responds
D) A method for storing big data in distributed systems
Question 82: The "endowment effect" in user experience suggests that:
A) Users value what they already have more than potential alternatives
B) Users prefer expensive products
C) Users are more likely to complete longer tasks
D) Users invest more time in complex interfaces
Question 83: The "aesthetic-usability effect" suggests that:
A) Beautiful products always function better
B) Users perceive aesthetically pleasing designs as working better, even if they don't
C) Usability should always be prioritized over aesthetics
D) Aesthetic appeal directly correlates with market success
Question 84: What is the key difference between summative and formative usability testing?
A) The number of participants required
B) The cost of conducting the test
C) The timing and purpose (evaluation vs. improvement during development)
D) The metrics being measured
Question 85: When conducting a card sorting exercise, what is the primary purpose of "hybrid card sorting"?
A) To combine multiple user personas into one study
B) To mix both open and closed sorting methods
C) To test both physical and digital card sorts
D) To evaluate both navigation and content simultaneously
Question 86: The concept of "decision paralysis" in UX design refers to:
A) A technical system failure during user decision points
B) Users avoiding making decisions due to too many choices
C) The time it takes users to make complex decisions
D) A design pattern that forces user decisions
Question 87: In the context of mental models, what is "gulf of execution"?
A) The difference between user expectations and system capabilities
B) The gap between what users want to do and what they can figure out how to do
C) The time between user action and system response
D) The disconnect between designer and user understanding
Question 88: What distinguishes "desire paths" in UX design from standard user flows?
A) They are always more efficient than designed paths
B) They represent optimal paths designed by UX experts
C) They emerge from actual user behavior rather than planned design
D) They require less cognitive load to follow
Question 89: The principle of "recognition over recall" in interface design suggests that:
A) Users prefer familiar interfaces over novel ones
B) Visual cues are better than textual instructions
C) It's better to present choices than require users to remember options
D) Users should recognize previous actions in their history
Question 90: In the context of user research, what is the primary purpose of "diary studies"?
A) To document designer decisions
B) To collect longitudinal data about user behavior in natural contexts
C) To record usability testing sessions
D) To track project development progress
Question 91: Which statement best describes the concept of "information scent" in UX design?
A) The visual hierarchy of information on a page
B) The degree to which users can predict what they'll find by following a link
C) The amount of information presented on each page
D) The time users spend scanning for information
Question 92: What is the primary difference between ethnographic research and usability testing?
A) The number of participants required
B) The location where research is conducted
C) The natural context vs. controlled environment observation
D) The duration of the study sessions
Question 93: The concept of "satisficing" in user behavior suggests that users typically:
A) Seek the absolute best solution to their problem
B) Accept the first reasonable solution they find
C) Compare all available options before deciding
D) Follow predetermined optimal paths
Question 94: What is the primary purpose of conducting a "jobs to be done" (JTBD) analysis?
A) To identify technical requirements
B) To understand the fundamental progress users are trying to make
C) To map user journey touchpoints
D) To determine product feature priorities
Question 95: The "Von Restorff effect" (isolation effect) in UX design suggests that:
A) Users prefer isolated interface elements
B) Items that stand out visually are better remembered
C) Isolation of features improves usability
D) Different elements should be equally prominent
Question 96: According to Fogg's Behavior Model, what are the three elements required for a behavior to occur?
A) Motivation, ability, and trigger
B) Desire, knowledge, and opportunity
C) Incentive, skill, and cue
D) Drive, competence, and prompt
Question 97: Which of the following is a qualitative user research method?
A) Surveys
B) A/B testing
C) Focus groups
D) Web analytics
Question 98: In Scrum, what is the role of the Product Owner?
A) To manage the development team
B) To define and prioritize the product backlog
C) To facilitate Scrum ceremonies
D) To write and test code
Question 99: What is the primary purpose of incorporating gamification elements into a product's design?
A) To make the product more visually appealing
B) To increase user engagement and motivation
C) To simplify the user interface
D) To reduce development costs
Question 100: How does augmented reality (AR) impact user experience design?
A) It requires designers to focus solely on visual elements
B) It blends digital and physical worlds, requiring consideration of spatial interactions
C) It eliminates the need for user testing
D) It simplifies the design process by standardizing interactions
Question 101: Stanford University’s Hasso Plattner Institute of Design, informally known as the “d.school,” which spread design thinking widely, was founded in:
A) 1997
B) 2001
C) 2005
D) 2009
Question 102: The hamburger menu icon (three stacked horizontal lines) was first used in the user interface of the Xerox Star system in:
A) 1978
B) 1981
C) 1984
D) 1987
Question 103: Windows 8, which brought Microsoft’s “Modern UI” (influenced by Metro design) to desktop, officially launched in:
A) 2010
B) 2012
C) 2013
D) 2015
Question 104: In which year did Apple release the first Macintosh, featuring a graphical user interface for mainstream consumers?
A) 1982
B) 1984
C) 1986
D) 1988
Question 105: Microsoft introduced Windows 1.0 as its first graphical operating system in which year?
A) 1980
B) 1983
C) 1985
D) 1987
Question 106: Douglas Engelbart’s groundbreaking “Mother of All Demos,” showcasing the mouse and early hypertext, occurred in:
A) 1965
B) 1968
C) 1972
D) 1975
Question 107: When did Apple first release a commercially available computer mouse alongside the Lisa computer?
A) 1979
B) 1981
C) 1983
D) 1985
Question 108: The first iPhone—often credited with revolutionizing mobile UX—was introduced to the public in:
A) 2005
B) 2007
C) 2008
D) 2010
Question 109: The Interaction Design Association (IxDA), a key community in UX, was officially founded in:
A) 1996
B) 1998
C) 2003
D) 2008
Question 110: Apple’s first iPod, which dramatically influenced digital music user experiences, launched in:
A) 1999
B) 2000
C) 2001
D) 2004
Question 111: The very first CHI (Computer-Human Interaction) conference, hosted by ACM, occurred in:
A) 1983
B) 1986
C) 1989
D) 1992
Question 112: Microsoft’s Windows 95, featuring the Start button and taskbar, launched in:
A) 1990
B) 1992
C) 1995
D) 1996
Question 113: Google revealed its Material Design guidelines, heavily influencing modern mobile and web UI, in:
A) 2009
B) 2012
C) 2014
D) 2016
Question 114: The World Wide Web Consortium (W3C) launched the Web Accessibility Initiative (WAI), crucial for inclusive design, in:
A) 1993
B) 1997
C) 2001
D) 2005
Question 115: The Mosaic web browser, often cited as the first popular browser with a graphical interface, debuted in:
A) 1991
B) 1993
C) 1995
D) 1997
Question 116: Xerox PARC’s Alto computer, a pioneer in GUI concepts, was introduced in:
A) 1973
B) 1975
C) 1978
D) 1981
Question 117: Microsoft unveiled its “Metro” design language (later evolved into Fluent Design) with Windows Phone 7 in:
A) 2007
B) 2009
C) 2010
D) 2011
Question 118: Tim Berners-Lee’s proposal leading to the World Wide Web happened at CERN in:
A) 1985
B) 1989
C) 1991
D) 1993
Those were the questions. The answers will remain a mystery until next week! (Midjourney)
The quiz answers are now available.
About the Author
Jakob Nielsen, Ph.D., is a usability pioneer with 42 years experience in UX and the Founder of UX Tigers. He founded the discount usability movement for fast and cheap iterative design, including heuristic evaluation and the 10 usability heuristics. He formulated the eponymous Jakob’s Law of the Internet User Experience. Named “the king of usability” by Internet Magazine, “the guru of Web page usability” by The New York Times, and “the next best thing to a true time machine” by USA Today.
Previously, Dr. Nielsen was a Sun Microsystems Distinguished Engineer and a Member of Research Staff at Bell Communications Research, the branch of Bell Labs owned by the Regional Bell Operating Companies. He is the author of 8 books, including the best-selling Designing Web Usability: The Practice of Simplicity (published in 22 languages), the foundational Usability Engineering (28,203 citations in Google Scholar), and the pioneering Hypertext and Hypermedia (published two years before the Web launched).
Dr. Nielsen holds 79 United States patents, mainly on making the Internet easier to use. He received the Lifetime Achievement Award for Human–Computer Interaction Practice from ACM SIGCHI and was named a “Titan of Human Factors” by the Human Factors and Ergonomics Society.
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