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