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