
Course 3 – Build Wireframes and Low-Fidelity Prototypes quiz answers
Week 3: Building Low-Fidelity Prototypes
Google UX Design Professional Certificate
Complete Coursera Answers & Study Guide
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TABLE OF CONTENT
Building Low-Fidelity Prototypes INTRODUCTION
In the Building Low-Fidelity Prototypes course offered by Coursera as part of the Google UX Design Professional Certificate, you will begin to move from concept to prototype.
Building on the empathy, definition and ideation stages, you’ll develop a paper prototype for your mobile app. This will be followed by transitioning to a low-fidelity digital prototype in Figma that captures basic features and functions of your design. It is important during this process to take measures to avoid bias or deceptive patterns in your designs.
The Building Low-Fidelity Prototypes course provides an opportunity for learning how to recognize potential bias in your work and developing strategies for preventing it.
Learning Objectives
- Create a paper prototype
- Define the difference between a wireframe and a prototype
- Explain the path from digital wireframes to a digital lo-fi prototype in Figma
- Build a low-fidelity prototype in Figma
- Recognize and avoid implicit bias in design
- Identify common deceptive patterns in UX design
- Understand how to avoid the effects of deceptive patterns
TEST YOUR KNOWLEDGE OF LOW-FIDELITY PROTOTYPES
1. You demonstrate an early product model’s scrolling and click functionality to stakeholders before it goes to engineering. What are you demonstrating?
- A prototype (CORRECT)
- A design type
- A storyboard
- A wireframe
Correct: Demonstrating what a design idea can do in a prototype gives designers an opportunity to receive feedback and make improvements accordingly.
2. What is the most significant difference between a wireframe and a prototype?
- Fidelity
- Interactivity (CORRECT)
- Time
- Cost
Correct: As designers transition from a wireframe to a low-fidelity prototype, the most significant difference is the level of interactivity, or ability to “click” from one screen to another.
3. What is the goal of creating a low-fidelity prototype?
- Make it easier for engineers to value the design
- Create a complex and interactive design that’s ready for development
- Make designs testable to collect and analyze feedback early on (CORRECT)
- Create a complex and static design to show stakeholders
Correct: Low-fidelity designs are simple, interactive models that provide a basic idea of what a product would look like. Whether it’s in paper or digital form, the goal is to make the designs testable so the team can collect and analyze feedback early on.
4. Why is it beneficial to build paper prototypes? Select all that apply.
- Easy to interpret
- Allows rapid iteration (CORRECT)
- Inexpensive (CORRECT)
- Low commitment (CORRECT)
Correct: Due to the nature of creating paper prototypes, it’s easier to create prototypes and ideas quickly. They’re relatively low -commitment and inexpensive too.
Correct: Since paper prototypes only require a writing or drawing tool and paper, they’re relatively inexpensive to create. For the same reason, they’re easier and less painful to eliminate if they don’t meet user needs, and they allow for rapid iteration
Correct: Digital prototypes often take a lot longer to create, so when it comes time to eliminate ideas that don’t meet user needs, it may be tougher to part ways with them. Paper prototypes, on the other hand, are relatively inexpensive and quick to create, which makes them less of a commitment.
5. In which situation is building a paper prototype most useful? Select all that apply.
- Remote collaboration
- The define stage of the design process
- Brainstorming sessions (CORRECT)
- Early product testing (CORRECT)
Correct: Creating paper prototypes during brainstorming situations is also useful because designers can quickly draw and compare multiple ideas. They’re also useful during early product testing in order to provide visual portrayals of potential solutions.
Correct: Paper prototypes are great to build during early product testing, especially if there are ideas that need to be clarified with visual portrayals. Paper prototypes are also useful during brainstorming sessions.
6. To begin prototyping in Figma, what is the first step you need to take?
- Change to the Inspect tab
- Change to the Layers tab
- Change to the Prototype tab (CORRECT)
- Change to the Assets tab
Correct: To begin prototyping in Figma, you need to change from the Design tab to the Prototype tab. This changes the options for what designers can do with each of the wireframe screens.
7. How do you access the presentation view in Figma?
- The inspect tab of the design panel:

- The blue share button in the upper-right corner of the toolbar:

- The play button in the upper-right corner of the toolbar (CORRECT)

- The outlined square button in the upper-left corner of the toolbar:

Correct: To access presentation view, navigate to the play button. It is located in the upper corner of the toolbar, and it’s represented by an outlined triangle pointing to the right.
8. What is an example of implicit bias?
- Lian interviewed a candidate for an upcoming position and forgot to write down why they’d make a great addition to the team. When it was time to meet with her colleagues to discuss the likeliest candidate, she could only remember the first and last things the candidate mentioned.
- Justin is new to the pacific northwest region of the United States and wanted to make friends. After playing a pick-up basketball game with a group of men from work, Justin asked each of them about what it’s like dating women in the area. (CORRECT)
- Leonard wants to adopt a dog at a shelter. He was introduced to a litter of twelve puppies but, after meeting each of them, he opted to choose the first one he saw.
Correct: This is an example of implicit bias, which is a collection of attitudes and stereotypes we associate to people without our conscious knowledge. Justin assumed all of his new friends were heterosexual based upon his previous life experiences and stereotypes.
9. What is the forced continuity deceptive pattern?
- Creating an unwanted situation for a user that’s difficult for them to get out of
- Charging a user for a membership without a warning or reminder (CORRECT)
- Shaming a user when they opt out of an offer
- Adding extra expenses into a user’s shopping cart
Correct: Correct! Charging a user for a membership without a warning or reminder is the deceptive pattern of forced continuity.
10. Identify an example of a deceptive pattern that produces physical effects on the user.
- Alberto receives an email notification to remind him of an upcoming energy bill. He panics and immediately goes online to pay.
- While browsing a website, Ingrid receives a notification prompt in the bottom-right corner of her screen asking “How may I help you today?” It seems suspicious and they immediately exit their browser.
- While doing some casual online shopping, a large, red notification badge keeps alerting Angeline of a limited-time sale happening this week. They appear in the middle of her screen every few minutes with advertisements on exclusive offers. This makes her feel anxious. (CORRECT)
Correct: This is an example of a deceptive pattern and the physical effects it can have on the user. The website is bombarding Angeline with messages to funnel her into browsing the sale. The use of frequent and large, red notification badges compound to bring a sense of urgency.
Building Low-Fidelity Prototypes CONCLUSION
Prototyping is an essential step in the app design process as it allows your design to be tested and iterated on before its final product is realized.
You’ve now gone through each of the four stages in the design process, with a greater comprehension of how you can use creative techniques, recognize potential bias in designs, and avoid deceptive patterns in the development of your app. Prototyping gives you control over how your design evolves by testing and reacting to data that leads to improvement. Through this process, we hope that you have learned more about prototyping and feel better prepared for developing your mobile app concept into a reality.
We thank you for being part of this journey with us and wish you all the best as you continue to work on creating something meaningful! If this blog post has inspired you to learn more about pursuing a career in design app development, why wait? Join Coursera now!
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