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