Course 5 – Create High-Fidelity Designs and Prototypes in Figma
Week 5: Creating High-Fidelity Prototypes
GOOGLE UX DESIGN PROFESSIONAL CERTIFICATE
Coursera Study Guide
TABLE OF CONTENT
- TEST YOUR KNOWLEDGE ON CREATING A HIGH-FIDELITY PROTOTYPE IN FIGMA
- TEST YOUR KNOWLEDGE ON GESTURES AND MOTION
You’re ready to build high-fidelity prototypes in Figma! Following six steps, you’ll turn your mockups into a prototype that’s ready for testing. In addition, you’ll explore two new concepts, gestures and motion, which can help enrich the user experience and increase the usability of prototypes.
Learning Objectives
- Differentiate between low-fidelity and high-fidelity prototypes
- Recognize accessibility considerations when designing with motion
- Describe how to apply gestures and motion to prototypes in Figma
- Identify common use cases for applying motion to mobile app designs
- Define examples of common gestures used to navigate mobile apps
- Create a high-fidelity prototype from mockup designs in Figma
- Add motion and gestures to enhance prototypes in Figma
TEST YOUR KNOWLEDGE ON CREATING A HIGH-FIDELITY PROTOTYPE IN FIGMA
1. Fill in the blank: A high-fidelity prototype must have visual elements, navigation, and _____.
- Placeholders
- outlines
- wireframes
- interactions (CORRECT)
Correct: A high-fidelity prototype must have visual elements, navigation, and interactions. Interaction is included in high-fidelity prototypes because it contributes to the design’s functionality.
2. When finalizing the navigation for a high-fidelity prototype, what questions should the designer ask? Select all that apply.
- What color should be used for the navigation-related icons?
- At which point does the user journey end? (CORRECT)
- How easy is it to locate navigation-related icons? (CORRECT)
- How does a user get from one screen to the next? (CORRECT)
Correct: This is a good question to ask because it accounts for the navigation required to end the user’s journey. Other key considerations include: “How does a user get from one screen to the next?” and “How easy is it to locate navigation-related icons?”
Correct: This is a good question to ask because it examines how the user would interact with the product. Other key considerations include: “How does a user get from one screen to the next?” and “At which point does the user journey end?”
Correct: This is a good question to ask because it considers the user and addresses how the user flow should be navigated. Other key considerations include: “How easy is it to locate navigation-related icons?” and “At which point does the user journey end?”
3. A designer builds a high-fidelity prototype in Figma and wants to make it interactive. What is the first step to making a design element interactive?
- Add the interaction and animation
- Indicate the destination
- Make the interaction that connects the hotspot to the destination
- Select the item for the hotspot (CORRECT)
Correct: The first step in creating a connection or interaction in Figma is to select where the user’s interaction will take place.
4. When creating a high-fidelity prototype in Figma, what happens directly after the designer adds the interaction details?
- Share the work
- Adjust the animation (CORRECT)
- Lay out the mockups
- Connect the screens
Correct: Adjusting the animation occurs after a designer adds interaction details in Figma.
5. Fill in the blank: Screens should be laid out in the order of the user flow because the first connection a designer makes will be the starting frame for the prototype. This is the first ___ they want a user to take in the app.
- Action (CORRECT)
- view
- pass
- completion
Correct: The user flow is important to how the designer creates the first connection they want the user to act upon.
TEST YOUR KNOWLEDGE ON GESTURES AND MOTION
1. What are some common gestures used to navigate mobile apps? Select all that apply.
- Clap
- Swipe (CORRECT)
- Tap (CORRECT)
- Scroll (CORRECT)
- Zoom (CORRECT)
Correct: Tapping, scrolling, swiping, and zooming are common gestures used to complete an action in an app.
2. Why are gestures and motion important in UX design?
- They help users make decisions about an action required in a design.
- They help enrich the user experience and increase usability. (CORRECT)
- They help users identify visual elements.
- They help users move between devices.
Correct: Gestures and motion are interactive elements that help the user have a seamless experience.
3. A design team wants to add a gesture and motion to a reservation page of a hotel app. They apply animation to the select button on the page for room types. Which of the following is the best example of a gesture and motion when a user reserves a room?
- Tapping the select button and the room total appears at the top of the page in a basket icon (CORRECT)
- Swiping the select button and the user remains on the same page
- Swiping the select button and the app closes
- Tapping the select button and a separate reservation summary page holds the reservation
Correct: This is a good example of gesture and motion working in concert to enhance the user experience as they interact with the design.
4. A designer working on an app for an online retailer finishes adding interaction details for an action in Figma. They need to adjust the animation for adding an item to a shopping cart. What are some options for the animation settings? Select all that apply.
- Close down
- Move out (CORRECT)
- Slide in (CORRECT)
- Instant (CORRECT)
Correct: Moving out is an option when adjusting animation. Designers can also choose to move up or down for a specific direction for the motion. Sliding in and instant animations are also options.
Correct: Sliding in, whether up or down, is an option when adjusting animation. Moving out, and instant animation are also options.
Correct: An instant animation is an option where the user goes from one screen to the next without any motion or transition in between. Sliding in and Moving out are also options.
5. How are high-fidelity (hi-fi) prototypes different from low-fidelity (lo-fi) prototypes?
- Hi-fi prototypes are static high fidelity designs used as a visual representation of a final product.
- Hi-fi prototypes prototypes are detailed, interactive versions of designs that closely match the look and feel of the final product. (CORRECT)
- Hi-fi prototypes focus on visual design.
- Hi-fi prototypes are interactive versions of designs that use content placeholders.
Correct: Hi-fi prototypes take the design work that designers have already done in the mock-ups and makes it interactive.
6. What is the first step in creating a high-fidelity prototype in Figma?
- Adjust the animation
- Share the work
- Lay out the mockups (CORRECT)
- Connect the screens
Correct: To start creating a hi-fi prototype, you will first add and organize all our mockups in Figma in a logical order.
7. In UX design, what should you consider when incorporating accessibility in gestures and motions? Select all that apply.
- Make gestures the only way to complete a task
- Give users the ability to turn off a motion (CORRECT)
- Think critically about the speed and duration of motion in your designs (CORRECT)
- Provide alternative options to using gestures (CORRECT)
Correct: You should provide alternative options to using gestures, give users the ability to turn off a motion, and consider the speed and duration of motion in your designs to ensure accessibility in your design.
Correct: You should provide alternative options to using gestures, give users the ability to turn off a motion, and consider the speed and duration of motion in your designs. The World Wide Web Consortium recommends that animations are under five seconds long in order to be accessible.
Correct: You should provide alternative options to using gestures to keep designs accessible for all users, think critically about the speed and duration of motion in your designs, and give users the ability to turn off a motion.
8. You are ready to move your mockups into a high-fidelity prototype. Which elements must be included in a high-fidelity prototype? Select all that apply.
- Content placeholders
- Interaction (CORRECT)
- Color, images, icons, and typography (CORRECT)
- Navigation (CORRECT)
9. When you make connections in Figma to make an item interactive, what type of element should be the final destination?
- A widget or plug-in
- A panel or display
- A frame or screen (CORRECT)
- A layer or page
10. You are ready to create a high-fidelity prototype in Figma. What is the first thing you should do when you are laying out your mockups in Figma?
- Create a new connection within your mockups.
- Create a new project for the high-fidelity prototype.
- Create a new design panel within your existing file.
- Create a new page in your existing design files. (CORRECT)
11. You want to ensure users have the ability to quickly open the context menu within your mobile app. Which gesture would be included in your prototype to enable this functionality?
- Swipe
- Drag
- Pinch
- Tap (CORRECT)
12. A colleague has tested your high-fidelity prototype mobile app. They provide feedback that they could not figure out how to open the main menu. Which of these statements is most likely to be the reason why?
- Your colleague may not be familiar with the operating system you have designed in. (CORRECT)
- Your colleague may not like the location of the menu.
- Your colleague is not familiar with the hamburger menu
- Your colleague expects the app to be perfect at the prototype phase.
13. You are in the midst of adding interaction details in Figma to your high-fidelity prototype. You have added triggers and defined their actions. What is the last step to finalize the interaction details?
- Set the destination. (CORRECT)
- Establish the URL of the page.
- Insert an additional action.
- Reset the triggers.
14. You are ready to test your prototype to see if the animation works correctly. What button should you select in Figma to see how the prototype works?
- Share
- View
- Present (CORRECT)
- Play
15. You are double-checking that the motions and gestures in your high-fidelity prototype are accessible to all users. What can you do to ensure accessibility? Select all that apply.
- Elicit user feedback on motions and gestures through a comment feature.
- Provide alternative options to using gestures. (CORRECT)
- Offer the ability to turn off a motion. (CORRECT)
- Evaluate the speed and duration of motion. (CORRECT)
16. Your client has asked you to add a sound effect for every click that a user makes in their app. What is the best way to address this with the client?
- Recommend that no sounds be used in the app.
- Design a way for users to choose their own sounds that will guide them through the app.
- Advise them that sounds should only be used to enhance the user’s experience. (CORRECT)
- Tell them this is a great idea and will add interest to the app.
17. You have included a video in your high-fidelity prototype. What accessibility considerations should you include in your design? Select all that apply.
- The video should include content for all ages.
- The video should be able to be stopped and started. (CORRECT)
- The volume should be adjustable. (CORRECT)
- The video should be able to be replayed. (CORRECT)
18. You have added interactivity and functionality to the app you are designing. It now closely resembles what you envision to be the final product. What have you developed at this point?
- Mockups
- High-fidelity prototypes (CORRECT)
- Wireframes
- Low-fidelity prototypes
19. In the high-fidelity prototype for your mobile app, you have a screen that contains a map. You want users to have the ability to zoom in and out on the map. Which gesture would be included in your prototype to enable this functionality?
- Tap
- Swipe
- Pinch (CORRECT)
- Drag
20. The technical specs your client has provided indicate that the Google Android operating system is what you should use when designing the mobile app. The specs also indicate that several gestures should be used for user interaction. Which design philosophy guidelines should you use?
- Human Interface Guidelines
- Material Design (CORRECT)
- Web Content Accessibility Guidelines
- Mobile App Design Guidelines
21. You have begun the process of adding interaction details to your high-fidelity prototype in Figma. You already added a trigger. What is the next step you should take to add interaction?
- Define the action. (CORRECT)
- Add an additional screen.
- Add another trigger.
- Identify a destination.
22. You have added all of the interactions and animations to each page in Figma for your high-fidelity prototype. Now, you are ready to gain feedback. How can you allow others to view your prototype?
- Select the Feedback button.
- Select the Teams button.
- Select the Review button.
- Select the Share button. (CORRECT)
23. You have added sound to your high-fidelity prototype. What is one thing you can do to ensure the sound added is accessible for all users?
- Make sure the sound chosen has high-frequency tones for users who are hearing impaired.
- Ensure the volume is turned on at all times.
- Provide a means to turn the sound on or off. (CORRECT)
- Add a volume slider to the interface so users can control how loud it is.
24. What accessibility features should be included when using sound or video in your high-fidelity prototype? Select all that apply.
- Speed control of sound or video
- Screen dimension slider control
- Transcripts (CORRECT)
- Closed captioning (CORRECT)
25. You have created a new page in your Figma design file for your high-fidelity prototype. What should you do with your mockups?
- Make connections for interactivity in your mockups.
- Remove them from your design file.
- Take the best elements from the mockups and insert them into your high-fidelity prototype page.
- Copy and paste them into the high-fidelity prototype page. (CORRECT)
26. It is time to check the navigation in your high-fidelity prototype. What elements do you look for as you are checking to see if the navigation works? Select all that apply.
- The alignment of the menu items and categories
- The buttons and icons (CORRECT)
- The end point of the user journey (CORRECT)
- The interactivity (CORRECT)
27. You want to start making connections for interactivity in your high-fidelity prototype in Figma. What mode do you need to be in to do this?
- Creative mode
- Design mode
- Prototype mode (CORRECT)
- Connection mode
28. You have set the animation of one of your pages in Figma to instant animation. It moves from one screen to the next. You would like to add a bit more visual interest and want to change the animation of the page movement so it slides in from the bottom. What must you adjust in Figma to do this?
- Triggers
- Destination
- View
- Interaction details (CORRECT)
29. You have added motions and animations to your high-fidelity prototype. How long should those motions and animations be to be considered accessible for all users?
- Under 20 seconds
- Under 5 seconds (CORRECT)
- Under 10 seconds
- Under 15 seconds
30. You would like to add sound to your high-fidelity prototype. How does sound affect accessibility? Select all that apply.
- It can be used to enhance accessibility if used in an entertaining manner.
- It should not be used as it detracts from accessibility.
- It can elicit an emotional response to the designs. (CORRECT)
- It enhances usability by giving users feedback on actions they’ve taken. (CORRECT)
31. You have suggested to your client that they should add a video to the app that you are designing for them. They have asked what the benefit of a video is. What is the best way respond?
- It is a way to grab the users’ attention. (CORRECT)
- It is a way to entertain the users.
- It is a tactic used to draw attention away from boring content.
- It is a good method to fill a blank space on the screen.
32. Your app has several screens. Users will need to navigate to the different screens to see the content on each. Which gesture will they use to move between the screens in the app?
- Pinch
- Tap
- Drag
- Swipe (CORRECT)
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