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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 tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Flexibiliby-Usability Tradeoff
80/20 Rule
Closure
Picture Superiority Effect
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Von Restorff Effect
Comparison
Visibility
Operant Conditioning
3. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Proximity
80/20 Rule
Mapping
Legibility
4. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Law of Pragnanz
Proximity
Weakest Link
80/20 Rule
5. 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.
Comparison
Figure-Ground Relationship
Recognition Over Recall
Picture Superiority Effect
6. 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
Common Fate
Legibility
Weakest Link
Visibility
7. A property in which the physical characteristics of an object influence it's function. pg 22
Chunking
80/20 Rule
Common Fate
Affordance
8. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Cognitive Dissonance
Chunking
Legibility
Signal-to-noise Ratio
9. 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
Chunking
Serial Position Effects
Closure
10. 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
Flexibiliby-Usability Tradeoff
Forgiveness
Area Alignment
Signal-to-noise Ratio
11. 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.
Proximity
80/20 Rule
Gutenberg Diagram
Inattentional Blindness
12. 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
Mapping
Anthropomorphic Form
Inattentional Blindness
Picture Superiority Effect
13. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
80/20 Rule
Anthropomorphic Form
Storytelling
Recognition Over Recall
14. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Gutenberg Diagram
Weakest Link
Recognition Over Recall
Area Alignment
15. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Storytelling
Alignment
Chunking
Picture Superiority Effect
16. 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
Inattentional Blindness
Legibility
Serial Position Effects
Operant Conditioning
17. 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
Area Alignment
Common Fate
Chunking
18. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Alignment
Visibility
Legibility
Proximity
19. 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
Storytelling
Flexibiliby-Usability Tradeoff
Affordance
Mapping
20. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Recognition Over Recall
Storytelling
Figure-Ground Relationship
Area Alignment
21. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Storytelling
Signal-to-noise Ratio
Anthropomorphic Form
Iconic Representation
22. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Alignment
Proximity
Gutenberg Diagram
Affordance
23. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Chunking
Common Fate
Anthropomorphic Form
Picture Superiority Effect
24. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Signal-to-noise Ratio
Law of Pragnanz
Operant Conditioning
Serial Position Effects
25. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Iconic Representation
Affordance
Gutenberg Diagram
Visibility
26. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Flexibiliby-Usability Tradeoff
Proximity
Recognition Over Recall
Mapping
27. 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
Inattentional Blindness
Gutenberg Diagram
Law of Pragnanz
Affordance
28. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Signal-to-noise Ratio
Von Restorff Effect
Advance Organizer
Legibility
29. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Von Restorff Effect
Advance Organizer
Recognition Over Recall
Anthropomorphic Form
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Serial Position Effects
Legibility
Proximity
Iconic Representation
31. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Area Alignment
80/20 Rule
Storytelling
Common Fate
32. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Inattentional Blindness
Mapping
Area Alignment
Inattentional Blindness
33. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Alignment
Closure
Operant Conditioning
Cognitive Dissonance
34. 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
Gutenberg Diagram
Area Alignment
80/20 Rule
Alignment
35. A property in which the physical characteristics of an object influence it's function. pg 22
Iconic Representation
Legibility
Chunking
Affordance
36. 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
Chunking
Cognitive Dissonance
80/20 Rule
Figure-Ground Relationship
37. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Inattentional Blindness
Recognition Over Recall
Visibility
Iconic Representation
38. 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
Serial Position Effects
Weakest Link
Figure-Ground Relationship
Inattentional Blindness
39. 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
Figure-Ground Relationship
Advance Organizer
Visibility
Operant Conditioning
40. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Proximity
Common Fate
Legibility
Weakest Link
41. 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.
Figure-Ground Relationship
Comparison
Operant Conditioning
Storytelling
42. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Affordance
80/20 Rule
Gutenberg Diagram
Forgiveness
43. 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
Recognition Over Recall
Forgiveness
Closure
Chunking
44. 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
Common Fate
Serial Position Effects
80/20 Rule
Recognition Over Recall
45. 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
Inattentional Blindness
Advance Organizer
Inattentional Blindness
Area Alignment
46. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Gutenberg Diagram
Figure-Ground Relationship
Inattentional Blindness
Signal-to-noise Ratio
47. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Cognitive Dissonance
Recognition Over Recall
Visibility
Law of Pragnanz
48. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Law of Pragnanz
Cognitive Dissonance
Figure-Ground Relationship
Common Fate
49. 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.
Forgiveness
Inattentional Blindness
80/20 Rule
80/20 Rule
50. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Advance Organizer
Von Restorff Effect
Legibility
Operant Conditioning