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Test your basic knowledge |
Principles Of Design
Start Test
Study First
Subject
:
design
Instructions:
Answer 50 questions in 15 minutes.
If you are not ready to take this test, you can
study here
.
Match each statement with the correct term.
Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.
This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Proximity
Legibility
80/20 Rule
Flexibiliby-Usability Tradeoff
2. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Common Fate
Storytelling
Anthropomorphic Form
Picture Superiority Effect
3. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Storytelling
Iconic Representation
Area Alignment
Von Restorff Effect
4. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Von Restorff Effect
Iconic Representation
Anthropomorphic Form
Closure
5. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Gutenberg Diagram
Legibility
Anthropomorphic Form
Law of Pragnanz
6. The placement of elements such that edges line up along common rows or columns - or their bodies along a common center. pg 24 ex: ballot
Gutenberg Diagram
Law of Pragnanz
Recognition Over Recall
Alignment
7. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than the items in the middle of a list. pg 220
Serial Position Effects
Visibility
Cognitive Dissonance
Mapping
8. The failure to cognatively process a stimulus that is presented in clear view - leaving the observer without any awareness or memory of the stimulus. pg 136 ex: basketball passing and the gorilla.
Advance Organizer
Mapping
80/20 Rule
Inattentional Blindness
9. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Common Fate
Visibility
Figure-Ground Relationship
Alignment
10. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information. It splits a display medium into a primary optical area (top left) - terminal (bottom right) - strong fallow area (top righ
Visibility
Closure
Forgiveness
Gutenberg Diagram
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur. pg 104 ex: photoshop's history palette. NOTE: Good affordances - reversibility of actions - confermation of intent - warnings - and help are
Forgiveness
Legibility
Legibility
Mapping
12. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Flexibiliby-Usability Tradeoff
Operant Conditioning
Cognitive Dissonance
Storytelling
13. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Inattentional Blindness
Picture Superiority Effect
Iconic Representation
Proximity
14. Elements that move in the same direction are percieved to be more related than elements that move in different ones or are stationary. pg 50 ex: radar tracking displays
Proximity
Common Fate
Recognition Over Recall
Law of Pragnanz
15. The failure to cognatively process a stimulus that is presented in clear view - leaving the observer without any awareness or memory of the stimulus. pg 136 ex: basketball passing and the gorilla.
Inattentional Blindness
Cognitive Dissonance
Picture Superiority Effect
Gutenberg Diagram
16. The placement of elements such that edges line up along common rows or columns - or their bodies along a common center. pg 24 ex: ballot
Flexibiliby-Usability Tradeoff
Chunking
Legibility
Alignment
17. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Law of Pragnanz
Figure-Ground Relationship
Signal-to-noise Ratio
Storytelling
18. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Affordance
Signal-to-noise Ratio
Area Alignment
Proximity
19. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Iconic Representation
Operant Conditioning
Inattentional Blindness
Cognitive Dissonance
20. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Iconic Representation
Recognition Over Recall
Cognitive Dissonance
Serial Position Effects
21. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur. pg 104 ex: photoshop's history palette. NOTE: Good affordances - reversibility of actions - confermation of intent - warnings - and help are
Gutenberg Diagram
Forgiveness
Iconic Representation
Alignment
22. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Operant Conditioning
Gutenberg Diagram
Picture Superiority Effect
Comparison
23. A technique of combining many units of information into a limited number of units or 'chunks' so that the info is easier to process and remember. pg 40 ex: section headers
Storytelling
Iconic Representation
Chunking
Storytelling
24. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Advance Organizer
Figure-Ground Relationship
80/20 Rule
Flexibiliby-Usability Tradeoff
25. A property in which the physical characteristics of an object influence it's function. pg 22
Recognition Over Recall
Anthropomorphic Form
Iconic Representation
Affordance
26. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Cognitive Dissonance
Proximity
80/20 Rule
Forgiveness
27. The use of a weak element that will fail in order to protect other elements from damage. pg 262 ex crumple zones on a car
Advance Organizer
Comparison
Recognition Over Recall
Weakest Link
28. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Recognition Over Recall
Advance Organizer
Area Alignment
Recognition Over Recall
29. Elements are percieved as either figures (objects of focus) or ground (the rest of the perceptual field). Characteristics of figure include defined shape - seeming closer with a clear location - below the horizon line - and lower regional placement.
Visibility
Figure-Ground Relationship
Chunking
Von Restorff Effect
30. An instructional technique that helps people understand new information in terms of what they already know. There are two kinds - expository - and comparative. pg 18
Operant Conditioning
Advance Organizer
Von Restorff Effect
Alignment
31. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Gutenberg Diagram
Picture Superiority Effect
Affordance
Comparison
32. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Iconic Representation
Signal-to-noise Ratio
Visibility
Cognitive Dissonance
33. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Figure-Ground Relationship
Anthropomorphic Form
Cognitive Dissonance
Flexibiliby-Usability Tradeoff
34. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
80/20 Rule
Law of Pragnanz
Von Restorff Effect
Figure-Ground Relationship
35. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Figure-Ground Relationship
Flexibiliby-Usability Tradeoff
Common Fate
Von Restorff Effect
36. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than the items in the middle of a list. pg 220
Forgiveness
Comparison
Cognitive Dissonance
Serial Position Effects
37. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Inattentional Blindness
Alignment
Signal-to-noise Ratio
Operant Conditioning
38. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Closure
Serial Position Effects
Visibility
Common Fate
39. A relationship between controls and their movements or effects. Good mapping between controls and their effects results in greater ease of use. pg 152 ex: segway controls
Cognitive Dissonance
Flexibiliby-Usability Tradeoff
Mapping
Anthropomorphic Form
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Legibility
Cognitive Dissonance
Common Fate
Area Alignment
41. Elements that move in the same direction are percieved to be more related than elements that move in different ones or are stationary. pg 50 ex: radar tracking displays
Iconic Representation
Common Fate
Von Restorff Effect
Chunking
42. A technique of combining many units of information into a limited number of units or 'chunks' so that the info is easier to process and remember. pg 40 ex: section headers
Signal-to-noise Ratio
Mapping
Area Alignment
Chunking
43. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way. pg 52 ex infographics with more than one element.
Comparison
Serial Position Effects
Gutenberg Diagram
Gutenberg Diagram
44. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Legibility
Serial Position Effects
Comparison
Picture Superiority Effect
45. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way. pg 52 ex infographics with more than one element.
Comparison
Von Restorff Effect
Recognition Over Recall
Area Alignment
46. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Closure
Law of Pragnanz
Advance Organizer
Signal-to-noise Ratio
47. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Comparison
Recognition Over Recall
80/20 Rule
Area Alignment
48. An instructional technique that helps people understand new information in terms of what they already know. There are two kinds - expository - and comparative. pg 18
Comparison
Serial Position Effects
Advance Organizer
Alignment
49. A property in which the physical characteristics of an object influence it's function. pg 22
Inattentional Blindness
Anthropomorphic Form
Iconic Representation
Affordance
50. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Visibility
Gutenberg Diagram
Affordance
Iconic Representation