The following Mobile App Design MCQs have been compiled by our experts through research, in order to test your knowledge of the subject of Mobile App Design. We encourage you to answer these 60+ multiple-choice questions to assess your proficiency.
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A. False
B. True
A. Adjusting the volume by clicking a button
B. Playing a game by swiping
C. Turning a phone off by clicking a button
A. a system button
B. a stepper
C. a switch
A. True
B. False
A. Points Picked Information
B. Points Per Index
C. Pixels Per Inch
D. Pixels Per Index
A. False
B. True
A. Web applications
B. Native applications
A. False
B. True
A. Bit maps are made up of 255 colors. Vectors are made up of millions.
B. Bit maps were first pixels. Then later called Vectors.
C. Bit maps are mostly used in the artistic industry, while Vectors are used in scientific fields.
D. Bit maps are made up of pixels. Vectors are defined by mathematical equations.
A. Explorer
B. Socializer
C. Killer
D. Achiever
A. The relative size of elements in a design
B. The direction a viewer's eye should move through a design
C. The area of emphasis in a design
D. The order of importance of each element in a design
A. monetization techniques
B. acquisition techniques
C. engagement techniques
D. win-back techniques
A. Rhythm
B. Balance
C. Emphasis
D. Proportion
A. True
B. False
A. Traditional and Modern
B. Cut and Curved
C. Sharp and Rounded
D. Serif and Sans-Serif
A. False
B. True
A. 150 dpi
B. 72 dpi
C. 350 dpi
D. 300 dpi
A. The features the product will feature
B. The technology the product will need
C. Establishing the product's goal
D. The budget the project will need
A. Point, Location, and Point
B. Picture, Lumination, and Primrose
C. Point, Line, and Plane
D. Part, Line, and Parcel
A. Designing different interfaces to perform identically reduces cognitive load and enables users to quickly transfer prior knowledge to unfamiliar products
B. It helps improve the aesthetic quality of a product, furthering its appeal to the market
C. Consistency is not particularly important, and most designs operate completely differently with little or no problem on the part of the user.
A. The rewards and accomplishments
B. The simplicity of a game's flow
C. The visual stimuli within the game experience
D. The difficulty of endgame material
A. 70x70 points
B. 5x5 points
C. 10x10 points
D. 44x44 points
A. An inability to track the eyes consistently from left to right
B. A usability problem that occurs when page advertisements are too visually distinctive, drawing attention away from the main content
C. A tendency by users to ignore visual elements that look like advertisements
D. A significant accessibility concern for disabled users
A. Proximity
B. Hierarchy
C. Affordance
D. Visibility
A. the use of serif and sans-serif in the same document
B. different fonts that work well with each other
C. multiple styles and weights of the same typeface
D. a portfolio of typefaces made by the same designer
A. Theme with variation
B. Proximity
C. Similarity
D. Affordance
A. Function from Form
B. Function follows Form
C. Form follows Function
D. Form from Function
A. Rasterized web safe JPG files
B. Vector glyphs
C. Still frame GIF files
D. Transparent PNG files
A. Company race
B. Competitive pyramid
C. Gentle guide
D. Competitive collaborator
A. It is typically very expensive
B. It is not statistically robust
C. There are no good guidelines for implementing it in a scalable manner
D. Its impact is generally limited to incremental and local improvements
A. Adjusting the volume by clicking a button
B. flipping to the next page by swiping
C. A green "answer" button for incoming calls
A. When it is very clear and obvious how to use an interface
B. When you ask people what they think about the design
C. Communicating clearly to the user the action they have undertaken
A. a typographic unit
B. the distance between the baseline and the mean line in a typeface
C. the distance between the top of the tallest letterform to the bottom of the lowest one
D. half the distance from the baseline to the cap height
A. External
B. Amotivated
C. Intrinsic
D. Introjected
A. Intrinsic
B. Introjected
C. Amotivated
D. Integrated
A. 120 x 120
B. 80 x 80
C. 1024 x 1024
D. 152 x 152
A. 180 x 180
B. 60 x 60
C. 120 x 120
D. 76 x 76
A. a texture, such as stripes
B. a color scheme
C. a general, repeatable solution to a commonly occurring problem in software design
D. a cohesive branding message expressed through typrography, color, logo, etc.
A. Balance and Affordance
B. Unity and Balance
C. Unity and Scale
D. Unity and Proximity
A. Similarity, proximity, and continuation
B. Unity, variety, and contrast
C. Balance, hierarchy, and emphasis
A. Load related to the executive control of working memory (WM)
B. Nothing, it is a made up term
C. The load exerted on a series of cogs, collectively known as Cognitive
D. Cognitive Load is the load exerted on the managerial execution of systematic command processes
A. competence
B. relatedness
C. autonomy
A. Emphasis and Balance
B. Proportion
C. Rhythm
D. Unity
A. Eye-tracking studies
B. Persona hypotheses
C. Clustering analysis
D. Follow-up qualitative interviews
A. Path
B. Dot
C. Note
D. Span
A. False
B. True
A. Flow is the mental state of operation in which a person in an activity is immersed in game play
B. Flow is gaining points on a continuous basis to reach new levels of game play
C. All of these
D. Flow is the process of reaching new levels.
A. Variable ratio rewards
B. Extrinsic rewards
C. Intrinsic rewards
A. A specific "placeholder" persona intended to capture a wide and unpredictable range of behaviors not covered in other personas
B. A highly flexible and motivated user, requiring little contextual support or extrinsic motivating factors to engage with a product
C. A user who expects to access your content across multiple devices and contexts
D. A derogatory term for the tendency of different stakeholders in the design process to define "the user" based on their own personal goals.
A. A behavior that the designer expects the user to exhibit
B. An actionable property between the world and an actor
C. Budgetary constraints by "buyer" user types
D. A visible interface element