A team wants to compare several possible screen ideas and discuss their basic structure before spending time on visual details. Which prototype format is the best starting point?
5 Prototyping and Design Iteration Online Quiz Questions
Use this free practice quiz with 20 questions to review 5 Prototyping and Design Iteration, test your knowledge, and prepare for your next test or exam.
A team cannot use an interactive prototype for testing until it has been built as production-ready software. True or false?
- A
True
- B
False
A team has rough ideas for a service but now needs to clarify where content, controls, and navigation will appear on each screen. Which design format should it use?
Complete each blank with a design format. help teams generate and compare possible screen ideas, while make the placement of content, controls, and navigation clearer.
A prototype looks realistic but lets users try only one action. Which statement best describes what this shows about fidelity?
- A
Fidelity is determined only by how polished a prototype looks.
- B
A realistic-looking prototype can still simulate few interactions.
- C
A rough prototype always has low fidelity in every respect.
- D
Fidelity measures only how much time a team spends making a prototype.
A wireframe can be made clickable so that a person can try a simulated flow. True or false?
- A
True
- B
False
A team has chosen a direction for an appointment service and wants users to try a simulated booking flow, including moving between screens. What prototype format best supports that test?
During a tryout, the team should observe where people or take an unexpected route, then use what they learn to decide what to change.
A team wants its prototype work to support exploration rather than lock in an early design. Select all the practices that fit this goal.
- A
State what the team needs to learn from the prototype.
- B
Polish the first idea before considering other approaches.
- C
Create materially different alternatives to compare.
- D
Choose only the detail needed to investigate the question.
- E
Treat the prototype as a promise to build the design it depicts.
A team has two competing appointment-booking flows and first wants to learn which overall sequence people understand more easily. Which approach best matches that learning goal?
- A
Build a coded prototype with realistic error handling.
- B
Create a detailed visual design for one chosen flow.
- C
Use a simple paper prototype to compare alternative flows.
- D
Implement a finished service so users can complete a real booking.
A product team is uncertain whether a new service flow will make sense to users. Describe a prototyping-and-iteration approach that helps the team investigate this uncertainty before committing to a full build. Explain how the team should choose the prototype's detail, learn from a tryout, and decide what to do next.
A realistic prototype makes stakeholders think that the design has already been approved. What should the team do to address this risk?
- A
The team should present the prototype as the final service so people take it seriously.
- B
The team should make clear that the model is a prototype, not a finished service.
- C
The team should avoid showing any unfinished ideas to people.
- D
The team should commit to building whichever design is tested first.
A team is exploring an uncertain design direction and wants to avoid investing heavily before it knows whether the approach is promising. Select all the reasons a quick, inexpensive prototype can help.
- A
They can make it easier to change direction before substantial development work is invested.
- B
They guarantee that the team will not need to revise the design.
- C
They allow the team to explore an idea without treating it as a commitment to build.
- D
They always reveal realistic implementation problems better than coded prototypes.
A team wants to generate and compare possible screen ideas and discuss their basic structure before working on visual details. Which format best fits this goal?
- A
Sketches
- B
Wireframes
- C
Coded interactive prototypes
What design term describes how closely a prototype represents the intended product?
A team needs to clarify where content, controls, and navigation belong on a screen, using simple shapes and placeholder text. Which format is most appropriate?
- A
Sketches
- B
Wireframes
- C
Interactive prototypes
A team is comparing a single long appointment form with a sequence of shorter steps. It first wants to learn whether people understand the overall flow. What should it do?
- A
Build a polished coded service
- B
Create detailed screens for every possible error
- C
Use a simple paper prototype to compare the flows
True or false: Once a team prototypes a design, it has promised to build the service exactly as depicted.
- A
True
- B
False
What prototype type would let a person try a simulated flow by selecting a button to move to another screen?
A team needs to find out whether realistic content and interactions work across different screen sizes. Which approach best supports this investigation?
- A
Use a higher-fidelity prototype that represents the relevant content and interactions
- B
Use only rough sketches, regardless of what the team needs to learn
- C
Develop the complete service before testing the design