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






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






3. 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






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






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






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






7. 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






8. 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






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






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






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






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






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






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






15. 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.






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






17. 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.






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






19. 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.






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






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






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






23. 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






24. 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






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






26. 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






27. 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






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






29. 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






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






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






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






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






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






35. 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






36. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.






37. 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.






38. 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






39. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.






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






41. 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






42. 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






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






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






45. 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






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






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






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






49. 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






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