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