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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
Signal-to-noise Ratio
Closure
Chunking
Anthropomorphic Form
2. 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
Closure
Alignment
Flexibiliby-Usability Tradeoff
3. 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
Inattentional Blindness
Chunking
Visibility
Proximity
4. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Cognitive Dissonance
Comparison
Anthropomorphic Form
Figure-Ground Relationship
5. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Proximity
Serial Position Effects
80/20 Rule
Flexibiliby-Usability Tradeoff
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Proximity
Operant Conditioning
Closure
Alignment
7. 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
Area Alignment
Advance Organizer
Storytelling
Gutenberg Diagram
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
Recognition Over Recall
Iconic Representation
Inattentional Blindness
Forgiveness
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
Alignment
Serial Position Effects
Proximity
Picture Superiority Effect
10. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Proximity
Picture Superiority Effect
Anthropomorphic Form
Legibility
11. 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
Area Alignment
Serial Position Effects
Operant Conditioning
Area Alignment
12. 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
Figure-Ground Relationship
Iconic Representation
Storytelling
Mapping
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.
Iconic Representation
Legibility
Figure-Ground Relationship
Comparison
14. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Area Alignment
Law of Pragnanz
Anthropomorphic Form
80/20 Rule
15. A property in which the physical characteristics of an object influence it's function. pg 22
Signal-to-noise Ratio
Gutenberg Diagram
Affordance
Iconic Representation
16. 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
Operant Conditioning
Law of Pragnanz
Closure
Common Fate
17. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
80/20 Rule
Flexibiliby-Usability Tradeoff
Area Alignment
Chunking
18. 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
Weakest Link
Visibility
Serial Position Effects
19. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Closure
Von Restorff Effect
Recognition Over Recall
Cognitive Dissonance
20. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Advance Organizer
Storytelling
Signal-to-noise Ratio
Weakest Link
21. 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
Advance Organizer
Operant Conditioning
Signal-to-noise Ratio
22. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Picture Superiority Effect
Weakest Link
Advance Organizer
Visibility
23. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Advance Organizer
Inattentional Blindness
Storytelling
Operant Conditioning
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Legibility
Recognition Over Recall
Inattentional Blindness
Proximity
25. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Picture Superiority Effect
Proximity
Iconic Representation
Cognitive Dissonance
26. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Alignment
Picture Superiority Effect
Von Restorff Effect
Forgiveness
27. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Weakest Link
Weakest Link
Law of Pragnanz
Area Alignment
28. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Operant Conditioning
Cognitive Dissonance
Visibility
Flexibiliby-Usability Tradeoff
29. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Operant Conditioning
80/20 Rule
Chunking
Proximity
30. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Visibility
Iconic Representation
Recognition Over Recall
Serial Position Effects
31. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Advance Organizer
Von Restorff Effect
Comparison
Anthropomorphic Form
32. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Mapping
Chunking
Operant Conditioning
Area Alignment
33. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Closure
Mapping
80/20 Rule
Flexibiliby-Usability Tradeoff
34. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Comparison
Mapping
Von Restorff Effect
Anthropomorphic Form
35. 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
Alignment
Operant Conditioning
Common Fate
36. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Recognition Over Recall
Alignment
Visibility
Affordance
37. 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.
Flexibiliby-Usability Tradeoff
Mapping
Operant Conditioning
Figure-Ground Relationship
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Figure-Ground Relationship
Gutenberg Diagram
Operant Conditioning
Recognition Over Recall
39. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Figure-Ground Relationship
Law of Pragnanz
Inattentional Blindness
Cognitive Dissonance
40. 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
Forgiveness
Proximity
Anthropomorphic Form
41. 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
Chunking
Alignment
Operant Conditioning
42. 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
Comparison
Common Fate
Mapping
Recognition Over Recall
43. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Figure-Ground Relationship
Signal-to-noise Ratio
Mapping
Recognition Over Recall
44. 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.
Closure
Area Alignment
Common Fate
Comparison
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
Common Fate
Anthropomorphic Form
80/20 Rule
Legibility
46. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Chunking
Picture Superiority Effect
Common Fate
Flexibiliby-Usability Tradeoff
47. 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
Mapping
Comparison
Serial Position Effects
Iconic Representation
48. 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.
Gutenberg Diagram
Cognitive Dissonance
Inattentional Blindness
Affordance
49. 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
Area Alignment
Recognition Over Recall
Weakest Link
Proximity
50. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Storytelling
Common Fate
Picture Superiority Effect
Operant Conditioning