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