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