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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. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
80/20 Rule
Serial Position Effects
Proximity
Operant Conditioning
2. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Proximity
Chunking
Area Alignment
Common Fate
3. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Area Alignment
Legibility
Visibility
Advance Organizer
4. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Figure-Ground Relationship
Common Fate
Cognitive Dissonance
Forgiveness
5. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Flexibiliby-Usability Tradeoff
Advance Organizer
80/20 Rule
Area Alignment
6. 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
Legibility
Chunking
Area Alignment
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.
Recognition Over Recall
Area Alignment
Inattentional Blindness
Affordance
8. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Law of Pragnanz
Picture Superiority Effect
Common Fate
Cognitive Dissonance
9. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Area Alignment
Anthropomorphic Form
Affordance
Closure
10. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Storytelling
Area Alignment
Advance Organizer
Visibility
11. 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
Serial Position Effects
Anthropomorphic Form
Figure-Ground Relationship
12. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Weakest Link
Recognition Over Recall
Iconic Representation
Anthropomorphic Form
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
Alignment
Mapping
Common Fate
14. 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
Advance Organizer
Figure-Ground Relationship
15. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Recognition Over Recall
Affordance
Storytelling
Common Fate
16. 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
Picture Superiority Effect
Forgiveness
Area Alignment
Figure-Ground Relationship
17. 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
Cognitive Dissonance
Visibility
Storytelling
18. 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
Law of Pragnanz
Affordance
Law of Pragnanz
19. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Chunking
Von Restorff Effect
Closure
Legibility
20. 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
Picture Superiority Effect
Operant Conditioning
Gutenberg Diagram
21. 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
Cognitive Dissonance
Chunking
Gutenberg Diagram
Legibility
22. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Legibility
Von Restorff Effect
Figure-Ground Relationship
Signal-to-noise Ratio
23. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Common Fate
Operant Conditioning
Iconic Representation
Weakest Link
24. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Legibility
Iconic Representation
Operant Conditioning
Serial Position Effects
25. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Legibility
Flexibiliby-Usability Tradeoff
Law of Pragnanz
Chunking
26. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Area Alignment
Serial Position Effects
Cognitive Dissonance
Storytelling
27. 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
Recognition Over Recall
Alignment
Forgiveness
Iconic Representation
28. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Common Fate
Weakest Link
Closure
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.
Von Restorff Effect
Inattentional Blindness
80/20 Rule
Flexibiliby-Usability Tradeoff
30. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Picture Superiority Effect
Common Fate
Anthropomorphic Form
Proximity
31. A property in which the physical characteristics of an object influence it's function. pg 22
Affordance
Cognitive Dissonance
Storytelling
Law of Pragnanz
32. 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
Cognitive Dissonance
Chunking
Iconic Representation
Forgiveness
33. 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
Law of Pragnanz
Chunking
Alignment
34. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Affordance
Signal-to-noise Ratio
Flexibiliby-Usability Tradeoff
Gutenberg Diagram
35. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Operant Conditioning
Inattentional Blindness
Von Restorff Effect
Weakest Link
36. 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.
Advance Organizer
Comparison
Signal-to-noise Ratio
Law of Pragnanz
37. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Serial Position Effects
Operant Conditioning
80/20 Rule
Gutenberg Diagram
38. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Affordance
80/20 Rule
Advance Organizer
Legibility
39. 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.
Affordance
Mapping
Anthropomorphic Form
Figure-Ground Relationship
40. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Cognitive Dissonance
Von Restorff Effect
Serial Position Effects
Law of Pragnanz
41. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Comparison
Anthropomorphic Form
Advance Organizer
Visibility
42. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Comparison
Forgiveness
Anthropomorphic Form
Chunking
43. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Comparison
Iconic Representation
Recognition Over Recall
Law of Pragnanz
44. 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
Flexibiliby-Usability Tradeoff
Serial Position Effects
Law of Pragnanz
Anthropomorphic Form
45. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Area Alignment
Iconic Representation
Recognition Over Recall
Anthropomorphic Form
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
Advance Organizer
Visibility
Operant Conditioning
Flexibiliby-Usability Tradeoff
47. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Legibility
Visibility
Recognition Over Recall
Von Restorff Effect
48. A property in which the physical characteristics of an object influence it's function. pg 22
Flexibiliby-Usability Tradeoff
Affordance
Area Alignment
Cognitive Dissonance
49. 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
Picture Superiority Effect
Cognitive Dissonance
Comparison
Common Fate
50. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Picture Superiority Effect
Weakest Link
Legibility
Chunking