Ux Theory Accessibility Quiz
UX Theory & Accessibility Quiz
Section titled “UX Theory & Accessibility Quiz”User Experience Theory Quiz
Section titled “User Experience Theory Quiz”Question 1
Section titled “Question 1”Which feature was added to improve the user experience for aiming with a controller?
- aim assist ✓
Answer found in usability design section discussing first-person shooter control improvements.
Question 2
Section titled “Question 2”It is a good technique to show the player a large screen of text:
- False ✓
- True
Answer found in learning curve section about brain information processing limitations.
Question 3
Section titled “Question 3”Neuroscience studies in user experience looks at:
- programming
- how the brain processes the information you are receiving ✓
- 3d modeling
- external software
Answer found in the neuroscience component section of the course introduction.
Question 4
Section titled “Question 4”Teaching a player too slow could make the player:
- stop playing before getting to more interesting parts of your game ✓
- confused
- overwhelmed
- anxious
Answer found in learning curve management discussing tutorial pacing balance.
Question 5
Section titled “Question 5”You can get feedback from:
- colleagues ✓
- quality and assurance testers (Q&A) ✓
- family ✓
- players with different skill levels ✓
- friends ✓
Answer found in development bias section about diverse feedback sources.
Question 6
Section titled “Question 6”Which gameplay feature often feel unresponsive?
- combat
- movement
- ground target selection ✓
- jumping
Answer found in usability design section discussing targeting mechanics.
Question 7
Section titled “Question 7”The most common topic for usability design is:
- controls for a game ✓
- crafting design
- neuroscience
- economy design
Answer found in usability design introduction.
Question 8
Section titled “Question 8”How can game design be approached as a science?
- examining the performance ✓
- getting feedback ✓
- theorycrafting an idea ✓
- implementing the feature ✓
- iterate based on feedback ✓
Answer found in development bias section about scientific approach to design.
Question 9
Section titled “Question 9”If you try to teach everything at once, the player will be:
- overwhelmed and confused ✓
- happy
- immersed
- engaged
Answer found in learning curve section about information overload.
Question 10
Section titled “Question 10”How is neuroscience involved in user experience design?
- refusing to let go of a game design feature that is not working
- how easy it is to control a game
- all of the above
- the understanding of how the brain interprets, learns and remembers gameplay ✓
Answer found in neuroscience component explanation in the course introduction.
Accessibility Quiz
Section titled “Accessibility Quiz”Question 1
Section titled “Question 1”When you are planning features for accessibility, it is imperative to:
- do nothing
- wait till launch before testing features
- ignore feedback from testers
- invite individuals with these conditions to test the features during pre-alpha, alpha and beta stages of your game ✓
Answer found in accessibility overview section about early testing importance.
Question 2
Section titled “Question 2”Its important to prompt accessibility feature options when:
- hidden in a hard to find options menu
- the game launches for the first time ✓
- after the opening cutscene
Answer found in accessibility overview about first-time setup.
Question 3
Section titled “Question 3”Which game is an advanced example of accessibility design?
- the last of us part two ✓
Answer found in accessibility resources section.
Question 4
Section titled “Question 4”You can change the color blind setting through this blueprint node:
- color skew node
- set color deficiency type ✓
- change colors node
- set color blind mode
Answer found in vision accessibility section about Unreal Engine tools.
Question 5
Section titled “Question 5”Not relying on just color is a good design philosophy.
- False
- True ✓
Answer found in vision accessibility design philosophy.
Question 6
Section titled “Question 6”When creating a puzzle, you should differentiate your pieces based on:
- shape ✓
- size ✓
- color ✓
- icon ✓
Answer found in vision accessibility best practices example.
Question 7
Section titled “Question 7”It is possible to swap out in-game models based on specific fears.
- False
- True ✓
Answer found in vision accessibility section about arachnophobia accommodations.
Question 8
Section titled “Question 8”An audio visualizer does what for the player?
- a visual aid that shows the direction and volume of sounds in your area ✓
- how you see the sound waves in audio
- for music videos in Unreal Engine
Answer found in audio accessibility section.
Question 9
Section titled “Question 9”What visual aid is good for narrative text?
- combat
- speech bubbles ✓
- voice overs
- images
Answer found in audio accessibility text support section.
Question 10
Section titled “Question 10”For arthritis or tendonitis, it is important to have a control option for:
- requirement to press a sequence of buttons in a fast manner
- Press and hold ✓
- buttons to spam in a fast manner
- Toggle button (to turn off and on) ✓
Answer found in controls accessibility physical disability accommodations.
Question 11
Section titled “Question 11”You can automatically change control schemes when:
- a change in controller is detected ✓
- pressing a keybind
- plugging in a new controller
- cheat codes
Answer found in controls accessibility multi-platform support.
Question 12
Section titled “Question 12”Automation features can include:
- Using combat skills and rotations ✓
- Auto-run forward in a direction ✓
- a system that requires button spamming
- Running a character on a path ✓
Answer found in controls accessibility assist features.
Question 13
Section titled “Question 13”Ironman mode is when:
- when you can only die once
- when you can’t trade or sell with other players in a multiplayer game
- completing a game in the fastest possible time
- you are limited in what gear you can equip for your character ✓
Answer found in difficulty accessibility player-created challenges.
Question 14
Section titled “Question 14”Speedrunning a game is when:
- you can only die once
- a player completes a game in the fastest possible time ✓
- you are limited in what you can equip for character power
- you can’t trade with other players in a multiplayer game
Answer found in difficulty accessibility player-created challenges.
Question 15
Section titled “Question 15”The better response for a hard mode for a game is:
- to give bosses new or completely changed mechanics ✓
- change the location of key items and weapons throughout a game ✓
- limit save points ✓
- letting the player grow character power until they get strong enough to defeat a boss ✓
Answer found in difficulty accessibility better hard mode design.
Question 16
Section titled “Question 16”Solo-self-found is when a player:
- is not allowed to trade or sell with other players in a multiplayer game. ✓
- you can only die once
- your character power is extremely limited in what you are allowed to use
- the fastest way to beat a game
Answer found in difficulty accessibility hard mode approaches.