Test your basic knowledge |

Principles Of Design

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






2. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests






3. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL






4. 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






5. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls






6. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs






7. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics






8. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230






9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148






10. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL






11. 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.






12. 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.






13. A property in which the physical characteristics of an object influence it's function. pg 22






14. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics






15. 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.






16. 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






17. 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






18. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda






19. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island






20. A property in which the physical characteristics of an object influence it's function. pg 22






21. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14






22. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.






23. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls






24. 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






25. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.






26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games






27. 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






28. 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






29. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148






30. 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






31. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island






32. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda






33. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle






34. 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






35. 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






36. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.






37. 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






38. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons






39. 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






40. 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






41. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle






42. 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






43. 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






44. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs






45. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.






46. 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.






47. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.






48. 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






49. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games






50. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons