Course 3 – Build Wireframes and Low-Fidelity Prototypes quiz answers
Week 1: Storyboarding and Wireframing
Google UX Design Professional Certificate
Complete Coursera Answers & Study Guide
Storyboarding and Wireframing INTRODUCTION
Wireframing is an essential part of the overall UX design process, and Coursera’s Google UX Design Professional Certificate Program offers a comprehensive introduction to this skill. Storyboarding is a key element for organizing user interface elements and creating wireframes. In this course, you will learn how to use research findings to inform ideation during storyboarding as well as create two types of storyboards: big picture and close-up.
Additionally, you will learn how to draw your first wireframes that effectively refine your design ideas in order to address real user needs. Through understanding the benefits of wireframing, you will be able to bring your users’ vision into fruition with the highest quality result possible.
Learning Objectives
- Build a goal statement
- Outline a user flow
- Create big picture and close-up storyboards, and understand when to use each type
- Explain the difference between low-fidelity and high-fidelity design
- Describe the purpose of wireframing in the design process
- Apply the basics of drawing
TEST YOUR KNOWLEDGE OF PRIOR CONCEPTS
1. What are some key benefits of considering accessibility in UX design? Select all that apply.
- Ensures underrepresented and excluded groups are taken into account (CORRECT)
- Creates solutions that often help everyone (CORRECT)
- Addresses societal structures and products rather than a person’s ability (CORRECT)
Correct: Accessibility in design, particularly equity-focused design, considers all aspects of a product to ensure it’s accessible and fair to various genders, races, and abilities, especially those from historically underrepresented groups.
Correct: Whether or not a person has a disability, considering accessibility in design often helps everyone, including those with temporary, situational, or permanent disabilities. Products created to enhance the user experience resulted in a solution that helped everyone, such as closed captioning, enlarged fonts, and magnifying tools.
Correct: In the disability community and as UX designers, the social model of disability is defined as a disability being caused by the way society is organized or how products are designed rather than a person’s ability or difference. Similar to how many products are created for those who are right-handed and less often for those who are left-handed, designers look at how a product should transform to meet underrepresented needs.
2. Which phase of the design sprint helps the team find solutions to build on?
- Understand
- Test
- Ideate (CORRECT)
- Decide
- Prototype
Correct: After starting the design sprint off on the right track with the Understand phase, the Ideate phase helps the team find solutions to build upon. To get the creative juices flowing, you start this phase by coming up with ideas and building on them to create solutions.
3. What can a researcher learn when they properly empathize with users during user research?
- The hopes, dreams, and assumptions of their users
- The wants, desires, and fears of their users
- The needs, behaviors, and motivations of their users (CORRECT)
- The opinions, feelings, and biases of their users
Correct: Empathizing with users helps researchers understand what users need, why they need it, and how they solve problems. This is vital in building positive user experiences.
4. Which of the following are examples of pain points? Select all that apply.
- Completing the checkout process for a food delivery app
- Being asked to submit credit card information when no payment is required (CORRECT)
- Struggling to interact with a button on a mobile app’s homepage because it’s extremely small (CORRECT)
- Receiving the same response to three different questions from an automated chatbot (CORRECT)
Correct: This is an example of a financial pain point, since the user has to provide sensitive personal information without a clear reason.
Correct: This is an example of a product pain point, since it is a usability issue that frustrates the user.
Correct: This is an example of a support pain point, since the user can’t get the answers they need.
5. Which of the following statements about user personas is true?
- UX designers should avoid creating backstories for personas
- Personas are modeled after the characteristics of the UX designer.
- Personas can help identify patterns of behavior in users. (CORRECT)
- A persona is a real user who provides real reviews on a product.
Correct: In UX design, personas are fictional users whose goals and characteristics represent the needs of a larger group of users. Personas can help us identify patterns of behavior in users. These patterns might point to a common pain point that a group of users experiences.
6. Which of these user stories includes a type of user, an action, and a benefit?
- As a yoga instructor, I want to create a consistent class schedule so that my clients know how to confidently plan their weekly exercise. (CORRECT)
- As a scientist, I want access to my colleagues’ published research.
- I want a bookshelf so I have somewhere to store my book collection.
- As a chef, I want access to the freshest ingredients and the highest-quality cooking utensils.
Correct: This user story is complete with a type of user, an action, and a benefit. A complete user story keeps the problem user-centered, actionable, and clear.
7. Fill in the blank: Designing products with accessibility and inclusivity in mind ensures that you _____.
- create an identical experience for all users
- include solutions that benefit specific individuals, which improves the user experience for all users. (CORRECT)
- create a different solution for every single user.
- focus on creating one solution for as many people as possible
Correct: This approach solves a problem for a specific user, but the solution extends to the many other users of the product. This approach provides multiple design solutions that account for different users, such as those with disabilities or those who come from traditionally marginalized backgrounds. These considerations improve the experience for the intended user, as well as other users of the product.
8. Which of the following is a complete problem statement?
- Angelo needs a toolbox and shingles to fix the leak in their roof.
- Bella is a dance choreographer who needs to create a practice video because some of their students have school during the day and can’t attend lessons in person. (CORRECT)
- Hakim is an accountant who needs to collect expense reports from their coworkers.
- Akiko is a construction consultant who is building a skyscraper.
Correct: In this statement, the user’s name, characteristics, need, and the reason for the need have been clearly defined.
9. Identify the steps of the ideation process in the correct order.
- Brainstorming, documenting ideas, focusing on quantity, gathering a diverse team, questioning obvious solutions, and evaluating the ideas. (CORRECT)
- Gathering a diverse team, brainstorming, documenting ideas, questioning obvious solutions, focusing on quantity, and evaluating the ideas.
- Documenting ideas, brainstorming, focusing on quantity, questioning obvious solutions, gathering a diverse team, and evaluating the ideas.
Correct: It’s important to begin by brainstorming many possible solutions and recording them so you have a large pool of possibilities. Gathering a diverse team provides unique perspectives when you begin to eliminate obvious solutions. Then, once you’ve refined your total number of solutions, you can assess which are best suited to your users’ needs. Completing the ideation process in this order allows you to identify many possible solutions.
10. You’re a UX designer working on a gaming app in a competitive market space. You want to figure out what your competitors’ strengths and weaknesses are, and how to create a better product. What should you do?
- Contact each company directly
- Conduct informal research online
- Create a marketing plan
- Conduct a competitive audit (CORRECT)
Correct: A competitive audit is a report that evaluates what competing companies are doing well with their product, and where they are failing. This information can improve your product by addressing problems your competitors haven’t accounted for.
TEST YOUR KNOWLEDGE OF STORYBOARDS
1. What are the key elements of a storyboard? Select all that apply.
- Theme
- Plot (CORRECT)
- Scene (CORRECT)
- Narrative (CORRECT)
- Character (CORRECT)
Correct: The plot in a storyboard describes the benefit or solution of the design. Other key elements of a storyboard include scene, character, and narrative.
Correct: The scene in a storyboard helps designers imagine the user’s environment. Other key elements of a storyboard include plot, character, and narrative.
Correct: The storyboard’s narrative describes the user’s problem and how the design will solve the problem. Other key elements of a storyboard include plot, scene, and character.
Correct: The user in a storyboard is the character. Other key elements of a storyboard include plot, scene, and narrative.
2. Which of the following scenarios would be most appropriate to use a big picture storyboard?
- You create a new homepage for a news site. You need to show the details of the product and what happens during each step of the user experience.
- You create a tool that connects auto mechanics with local auto parts stores to check product availability in real-time. You want to test the app for possible connection issues.
- You start the design process for a new grocery delivery app. You want to pitch some ideas to the team about how the user could use it and benefit from it. (CORRECT)
Correct: This scenario would use a big picture storyboard because you’re focusing on how people will use the product throughout their day, and why that product will be useful.
COURSERA GOOGLE UX DESING ANSWERS AND STUDY GUIDE
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TEST YOUR KNOWLEDGE OF DESIGN FIDELITY
1. Fill in the blank: Wireframes establish the basic _____ of a page and serve as an outline of a digital experience.
- text
- images
- functional specifications
- structure (CORRECT)
Correct: Wireframes establish the basic structure of a page and serve as an outline of a digital experience.
2. Which of the design fidelity types would you use if you need to get ideas out quickly while leaving room open for exploration?
- Medium-fidelity design
- High-fidelity design
- Low-fidelity design (CORRECT)
Correct: Low-fidelity designs are less complex and allow designers to sketch ideas quickly.
3. Identify characteristics of a low-fidelity (lo-fi) design. Select all that apply.
- Personas
- User journey maps
- Empathy maps
- User stories (CORRECT)
Correct: When developing early solutions, User stories help narrow down which needs to focus on first.
4. What is the goal of a storyboard?
- To write a unique problem statement
- To explain in a brief paragraph how a user interacts with a product
- To identify research goals and convey them in a visual format
- To visually describe and explore a user’s experience with a product (CORRECT)
Correct: You can think about storyboarding as a tool to visualize potential solutions to problems the user is facing. It helps you make visual connections between research insights and the flow of experience. It can also help you explain your ideas to stakeholders.
5. Big picture storyboards focus on the how and the why, while close-up storyboards focus on the _____.
- when
- what (CORRECT)
- who
- where
Correct: While big picture storyboards focus on the user experience (–the how and the why), close-up storyboards focus on the product (–the what).
6. What type of storyboard focuses on the user experience?
- Quick view
- Close-up
- Big picture (CORRECT)
- High-fidelity
Correct: A big picture storyboard focuses on the user experience, and considers questions like: How will the user use our dog walking app? Why will the app be useful? And why will the user be delighted by the app?
7. What is a characteristic of a good wireframe?
- Good wireframes are organized and communicate information clearly. (CORRECT)
- Good wireframes require advanced technical skills.
- Good wireframes require extensive design experience.
- Good wireframes are based on the designer’s ability to write.
Correct: Good wireframes do not require advanced drawing skills. They are all about organizing and communicating information clearly to the team implementing the design.
8. What are some benefits of creating wireframes? Select all that apply.
- Wireframes allow designers to iterate slowly to allow for more ideas throughout the process.
- Wireframes inform the color and text so stakeholders can see the layout of the design.
- Wireframes get stakeholders to focus on structure so they can make decisions on it early. (CORRECT)
- Wireframes can help designers catch problems early. (CORRECT)
Correct: Since wireframes are made up of simple lines and shapes, stakeholders won’t get stuck on the details. They can then make decisions on the structure quickly, and help designers catch problems early on.
Correct: Wireframes can help designers identify any missing or disorganized elements before creating the final design. It can also help stakeholders focus on the design’s structure so they can make decisions early on.
9. You advise your client that your next step is to create a user flow for the app you are creating for them. The client asks what is included in the user flow. What do you tell them?
- Shapes that represent interactions (CORRECT)
- Polished content
- Navigation with active buttons
- Sample images and icons
10. You are presenting the user flow of the app to your client. They ask what the rectangles mean on the user flow. What do you tell them?
- They represent screens and show the associated screens users will experience while completing a task. (CORRECT)
- They represent an action and are steps that users take to complete a task from start to finish.
- They represent a connection between screens and show users’ progress forward or backwards through the app.
- They represent a decision point and show where users should ask a question or make a decision.
11. You are at the point in the design process where you have identified the problem to solve. You have brainstormed potential solutions. Now, you would like to visualize the potential solutions. Which tool would you use to do this?
- A sketch
- A storyboard (CORRECT)
- A wireframe
- A prototype
12. You have transitioned your big picture storyboard into a close-up storyboard. What questions might you ask yourself to re-focus the storyboard into a close-up version? Select all that apply.
- How will potential stakeholders react to the app?
- Why will the app be useful?
- What happens on each screen of the app? (CORRECT)
- What do users have to do to transition from one screen to the next? (CORRECT)
13. You are ready to move your app design from storyboard to wireframes. What are the benefits of creating wireframes? Select all that apply.
- They help users test the prototype.
- They help get teams on the same page early in the project (CORRECT)
- They establish the basic structure of a page. (CORRECT)
- They help establish clear functionality. (CORRECT)
14. You tell your stakeholder that the next deliverable will be wireframes for the app you are designing for them. They are unsure of what you mean by wireframes. How would you explain what a wireframe is?
- An interactive prototype through which users can click around and see how the buttons work
- A drawing that includes basic elements that represent parts of the design (CORRECT)
- A detailed drawing that includes colors, content, and imagery
- A prototype of the app that is used to gather user feedback
15. You tell your stakeholder that wireframes can save time and effort. They ask for more details on this. What would you tell them?
- Wireframes mean you can skip directly to a low-fidelity prototype.
- Wireframes serve as an early guide for the team so fewer revisions are required later on in the process. (CORRECT)
- Wireframes offer an opportunity for approval of navigation and content early in the design process.
- Wireframes provide a means to sign off on style and branding early in the process.
16. At what point in the design process should you create a close-up storyboard?
- The middle to end of the design process (CORRECT)
- After the usability study is complete
- The beginning of the design process
- Before the big-picture storyboard
17. Your client is asking for a high-fidelity design. You know you are not yet there in the design process. What can you tell them about when high-fidelity designs will occur in the process?
- A high-fidelity design begins after the storyboarding phase and iterates until the very end of the project.
- A high-fidelity design comes right after the brainstorm session.
- A high-fidelity design will come after the wireframes are approved.
- A high-fidelity design happens at the very end of the design process and allows users to test the design. (CORRECT)
18. In a short sentence, you establish the context of the story by helping others understand the user and the problem you are tasked to solve. What is this called?
- Narrative
- Plot
- Scene
- Scenario (CORRECT)
19. You have presented your storyboard for your app to the client. You outline the components used in the storyboard—character, scene, plot, and narrative. What part does the narrative play in a storyboard?
- It describes the benefit or solution of the design.
- It describes the user’s environment and how they will use the app.
- It describes the user’s need or problem and how the design will solve the problem. (CORRECT)
- It describes the users and the information you gained from the empathy interviews.
20. A colleague tells you they have prepared a low-fidelity design. What does this mean?
- The design is more polished but has lower complexity.
- The design is less polished but has higher complexity. (CORRECT)
- The design is more polished and has higher complexity.
- The design is less polished and has lower complexity.
21. You tell your stakeholder that the next deliverable will be wireframes for the app you are designing for them. They are unsure of what you mean by wireframes. How would you explain what a wireframe is?
- An interactive prototype through which users can click around and see how the buttons work
- A prototype of the app that is used to gather user feedback
- A drawing that includes basic elements that represent parts of the design (CORRECT)
- A detailed drawing that includes colors, content, and imagery
22. You are mentoring a UX design student, and they ask why wireframes are important. What is one benefit of wireframing?
- Gives end users a way to test the product
- Provides a solid path for navigation
- Provides a quick prototype for stakeholders to look at
- Allows for fast and frequent design iteration (CORRECT)
23. You tell your client the design process is moving along nicely and you are ready to storyboard. The client asks you to skip this step to decrease the project timeline. What can you tell your client about how they can benefit from a storyboard?
- They can review all of the content that will be included in the final design.
- They can see the visual connection between the research stage and flow of the experience, in addition to viewing solutions to potential problems the user might encounter. (CORRECT)
- They can see the finished designs in full color.
- They can see the iterations of the design to this point and clearly see the progress.
24. In the user flow you are creating, you have used shapes including circles, rectangles, diamonds, and lines to convey interactions. Which shape indicates decisions points users make that moves them forward or backward through the user flow?
- Diamond (CORRECT)
- Line
- Rectangle
- Circle
25. You are in the early stages of writing a storyboard for your app to share with stakeholders in an upcoming meeting. You want to introduce the app’s idea at a high-level to stakeholders and get them excited about what you’re creating. Your storyboard focuses on the user experience, how the app will be used, and why the app will be useful. Which type of storyboard addresses this focus?
- Close-up
- Instructional
- Big picture (CORRECT)
- Strategic
26. You want to get a design idea out quickly so your stakeholders can review it and provide high-level feedback. What design medium would you use?
- Prototype
- Portfolio
- High-fidelity wireframes
- Low-fidelity wireframes (CORRECT)
27. You are beginning wireframing for your app and want to follow the industry standards to indicate page elements. What are some industry standards that you may use? Select all that apply.
- Use stars to convey buttons.
- Use circles or rectangles to represent calls to action. (CORRECT)
- Use a circle with an X overlapping it to represent an image or icon. (CORRECT)
- Use horizontal lines to represent text. (CORRECT)
28. You are beginning your big-picture storyboard for the app you are designing. What is the purpose of a plot in the storyboard context?
- It describes the solution that the design provides. (CORRECT)
- It describes the problem and how the design will solve the problem.
- It identifies the user.
- It describes the user environment.
29. You are writing a big-picture storyboard. At this point, you have established the user. Now you need to identify the users’ environment. What is this called?
- Plot
- Scene (CORRECT)
- Situation
- Narrative
30. A stakeholder asks you what the point is of spending time on wireframes. What can you tell them about the benefits of wireframing? Select all that apply.
- Wireframes provide a glimpse of the finished product.
- Wireframes map out how the elements will look on each page. (CORRECT)
- Wireframes can save time and effort. (CORRECT)
- Wireframes help catch issues early. (CORRECT)
31. You are storyboarding and have run into some challenges showing a particular screen. The interaction is difficult to portray in the storyboard sketches. What might you do to help portray the interaction?
- Draw more detailed sketches.
- Build out a quick prototype to a rough version of the interaction.
- Add additional panels to the storyboard.
- Add captions. (CORRECT)
32. When you are creating the user flow for your app, what should you reference to ensure your designs will address the users’ needs?
- The goal statement
- The design specifications
- The problem statement (CORRECT)
- The statement of work
33. You have researched your users for the app you are building and are clear on their needs and how they will interact with it. Now, you need to outline the process of how they will interact with the app. What will you create next?
- Information architecture
- Sitemap
- Wireframes
- User flow map (CORRECT)
34. You are ready to design the user flow map for your app. What do you need to know before you can design the user flow? Select all that apply.
- The technology aptitude of the users
- The wireframes the users will experience in the app when they make a decision or perform an action (CORRECT)
- The actions the user will take in the app (CORRECT)
- The decisions the users will make in the app (CORRECT)
35. You previously created a big-picture storyboard, and now you are moving into the close-up storyboard phase. As you are designing the close-up storyboard, which elements can you leverage from your big-picture storyboard? Select all that apply.
- The user flow
- The goal statement (CORRECT)
- The scenario (CORRECT)
- The problem statement (CORRECT)
36. Your client has some additional ideas for a screen in the app you are designing. You create a new wireframe that incorporates the ideas. What does your wireframe include?
- The text and images
- Basic shapes and lines to convey the new ideas (CORRECT)
- The hamburger menu listings
- The colors and typography as identified from the brand guidelines
37. Your client is unsure of the design process and would like to know when you would use low-fidelity designs. What would you tell them?
- When you want to get ideas out quickly (CORRECT)
- When you want to finalize the navigation
- When you want to identify the pain points users experience
- When you want to give the development team a look at the navigation menu
38. When you are writing a big-picture storyboard for your app. Which questions should you consider to help inform you of the direction of the storyboard? Select all that apply.
- What does the user do to transition to different screens?
- Why will the app be useful? (CORRECT)
- Why will the user be delighted by the app? (CORRECT)
- How will the user use the app? (CORRECT)
Storyboarding and Wireframing CONCLUSION
Now that you know the basics of wireframing, it’s time to start! Wireframing is an essential tool for designers, and with Coursera, you can learn everything you need to know about this important topic. Coursera’s Google UX Design Professional Certificate Program offers a comprehensive introduction to creating storyboards and wireframes.
This week you learned how to use research findings to inform ideation during the design process and how to create different storyboards: big picture and close-up. So why wait? Join Coursera now and start learning how to create amazing wireframes that address real user needs.
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