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Test your basic knowledge |
Principles Of Design
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Subject
:
design
Instructions:
Answer 50 questions in 15 minutes.
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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. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Area Alignment
Weakest Link
Law of Pragnanz
Storytelling
2. 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
Signal-to-noise Ratio
Inattentional Blindness
Weakest Link
3. 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
Weakest Link
Signal-to-noise Ratio
Serial Position Effects
Storytelling
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
Anthropomorphic Form
Recognition Over Recall
Weakest Link
5. 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
Storytelling
Legibility
Visibility
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Comparison
Signal-to-noise Ratio
Operant Conditioning
Recognition Over Recall
7. 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.
Visibility
Mapping
Comparison
Recognition Over Recall
8. 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
Recognition Over Recall
Anthropomorphic Form
Iconic Representation
9. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Proximity
Mapping
Closure
Closure
10. 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
Von Restorff Effect
Mapping
Serial Position Effects
Forgiveness
11. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Affordance
Visibility
Operant Conditioning
Closure
12. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Legibility
Inattentional Blindness
Flexibiliby-Usability Tradeoff
Figure-Ground Relationship
13. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Area Alignment
Cognitive Dissonance
Serial Position Effects
Alignment
14. 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
Mapping
Storytelling
Picture Superiority Effect
15. 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
Affordance
Flexibiliby-Usability Tradeoff
Advance Organizer
Area Alignment
16. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Cognitive Dissonance
Inattentional Blindness
Figure-Ground Relationship
Iconic Representation
17. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Comparison
Picture Superiority Effect
80/20 Rule
Proximity
18. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Von Restorff Effect
Inattentional Blindness
Storytelling
Flexibiliby-Usability Tradeoff
19. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Flexibiliby-Usability Tradeoff
Comparison
80/20 Rule
Closure
20. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Affordance
Iconic Representation
Alignment
Gutenberg Diagram
21. 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
Advance Organizer
Common Fate
Inattentional Blindness
22. A property in which the physical characteristics of an object influence it's function. pg 22
Weakest Link
Visibility
Area Alignment
Affordance
23. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Recognition Over Recall
Alignment
Von Restorff Effect
Closure
24. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Von Restorff Effect
Inattentional Blindness
Weakest Link
Gutenberg Diagram
25. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Anthropomorphic Form
Law of Pragnanz
Legibility
Mapping
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Cognitive Dissonance
Affordance
Signal-to-noise Ratio
Legibility
27. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Cognitive Dissonance
Alignment
Anthropomorphic Form
Anthropomorphic Form
28. 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.
Common Fate
Law of Pragnanz
Forgiveness
Figure-Ground Relationship
29. 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
Inattentional Blindness
Forgiveness
Operant Conditioning
30. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Legibility
Forgiveness
Cognitive Dissonance
Signal-to-noise Ratio
31. 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
Weakest Link
Alignment
Serial Position Effects
32. 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
Visibility
Visibility
Weakest Link
Inattentional Blindness
33. 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
Law of Pragnanz
Common Fate
Legibility
Figure-Ground Relationship
34. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Recognition Over Recall
Proximity
Operant Conditioning
80/20 Rule
35. 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
Visibility
Legibility
Picture Superiority Effect
36. 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
Inattentional Blindness
Visibility
Chunking
37. 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
Anthropomorphic Form
Von Restorff Effect
Closure
38. 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
Closure
Inattentional Blindness
Storytelling
39. A property in which the physical characteristics of an object influence it's function. pg 22
Common Fate
Affordance
Alignment
Picture Superiority Effect
40. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Law of Pragnanz
Closure
Comparison
Visibility
41. 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
Cognitive Dissonance
Common Fate
Flexibiliby-Usability Tradeoff
Serial Position Effects
42. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Visibility
Anthropomorphic Form
Inattentional Blindness
Advance Organizer
43. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Comparison
Area Alignment
Serial Position Effects
Operant Conditioning
44. 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
Operant Conditioning
Common Fate
Signal-to-noise Ratio
Mapping
45. 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
Signal-to-noise Ratio
Figure-Ground Relationship
Storytelling
46. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Mapping
Forgiveness
Proximity
Signal-to-noise Ratio
47. 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
Visibility
Anthropomorphic Form
Legibility
48. 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
Inattentional Blindness
Picture Superiority Effect
Gutenberg Diagram
49. 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
Advance Organizer
Picture Superiority Effect
Anthropomorphic Form
50. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Picture Superiority Effect
Recognition Over Recall
Serial Position Effects
Closure
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