CS Grade 6-8

CS: App Design: User Interface Basics

Planning clear, useful, and accessible app screens

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Planning clear, useful, and accessible app screens

CS - Grade 6-8

Instructions: Read each problem carefully. Answer in complete sentences. Show your design thinking in the space provided.
  1. 1

    Define user interface in your own words. Then name two examples of user interface elements in a mobile app.

  2. 2
    A phone home screen with a large plus button standing out from smaller homework cards.

    A homework planner app has a large button labeled Add Assignment on the home screen. Explain why this is a good user interface choice.

  3. 3
    A weather app screen with large weather information and smaller forecast and settings icons.

    Look at this screen description: A weather app home screen shows the city name, current temperature, weather icon, hourly forecast, and a Settings button. List the three pieces of information that should probably be easiest to see first.

  4. 4
    A quiz app screen showing red, blue, and green navigation buttons with different icons.

    A student designs a quiz app with a red Next button, a blue Submit button, and a green Back button. Explain one problem this could cause and suggest a better design choice.

  5. 5

    Write a clear button label for each action: saving a drawing, deleting a photo, and starting a game.

  6. 6

    A music app uses only a trash can icon for deleting a playlist. Explain why adding text might help some users.

  7. 7

    Describe a simple navigation menu for a school lunch app. Include at least four sections the app should have.

  8. 8
    A crowded sign-up form compared with a shorter, simpler sign-up form.

    A sign-up screen asks for name, email, password, favorite color, favorite movie, and home address before a user can play a simple puzzle game. Explain how the form could be improved.

  9. 9
    A calculator app wireframe with a display area and a grid of buttons.

    Sketch or describe a wireframe for a simple calculator app. Include the display area and number buttons.

  10. 10
    A phone upload screen with a photo thumbnail, progress bar, and loading spinner.

    An app takes 5 seconds to upload a photo after the user taps Upload, but nothing changes on the screen. Explain what feedback the app should show.

  11. 11
    Two reading panels comparing low-contrast faint lines with higher-contrast readable lines.

    A reading app uses light gray text on a white background. Explain why this may be a problem and how to fix it.

  12. 12
    A phone screen comparing tiny close buttons with larger, well-spaced buttons.

    A button in a game app is very small and placed close to another button. Explain how this could affect users and suggest a better layout.

  13. 13

    Write a helpful error message for a password field when the user enters only three characters. The password must be at least eight characters.

  14. 14

    Put these user flow steps in a logical order for ordering a library book in an app: Confirm request, Search for a book, Open book details, Tap Request Book, See request success message.

  15. 15

    You are testing a new reminder app with classmates. Write two questions you could ask them after they try the app to learn whether the interface is easy to use.

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