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