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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 high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Cognitive Dissonance
Iconic Representation
Signal-to-noise Ratio
80/20 Rule
2. 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
Forgiveness
Advance Organizer
80/20 Rule
Visibility
3. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Signal-to-noise Ratio
Area Alignment
Recognition Over Recall
Comparison
4. 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
Area Alignment
Operant Conditioning
Mapping
Common Fate
5. 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
Proximity
Mapping
Law of Pragnanz
Gutenberg Diagram
6. 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
Forgiveness
Serial Position Effects
Storytelling
7. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Alignment
Cognitive Dissonance
Proximity
Comparison
8. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Legibility
Operant Conditioning
Visibility
Iconic Representation
9. 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
Von Restorff Effect
Area Alignment
80/20 Rule
10. 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
80/20 Rule
Figure-Ground Relationship
Proximity
11. 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
Closure
Visibility
12. 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
Weakest Link
Recognition Over Recall
Affordance
Iconic Representation
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
Chunking
Recognition Over Recall
Law of Pragnanz
Gutenberg Diagram
14. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Comparison
Recognition Over Recall
Storytelling
Von Restorff Effect
15. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Legibility
Signal-to-noise Ratio
Inattentional Blindness
Storytelling
16. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Picture Superiority Effect
Affordance
Von Restorff Effect
Chunking
17. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Recognition Over Recall
Comparison
Serial Position Effects
Anthropomorphic Form
18. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Forgiveness
Area Alignment
Proximity
Figure-Ground Relationship
19. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Legibility
Signal-to-noise Ratio
Closure
Forgiveness
20. 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
Flexibiliby-Usability Tradeoff
Alignment
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
Operant Conditioning
Anthropomorphic Form
Von Restorff Effect
Visibility
22. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Cognitive Dissonance
Iconic Representation
Area Alignment
Legibility
23. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Anthropomorphic Form
Mapping
Figure-Ground Relationship
Iconic Representation
24. 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.
Comparison
Inattentional Blindness
Flexibiliby-Usability Tradeoff
Chunking
25. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Operant Conditioning
Legibility
Law of Pragnanz
Mapping
26. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Proximity
Weakest Link
80/20 Rule
Anthropomorphic Form
27. 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
Area Alignment
Area Alignment
Comparison
28. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Forgiveness
Storytelling
Recognition Over Recall
Proximity
29. 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.
Operant Conditioning
Area Alignment
Iconic Representation
Inattentional Blindness
30. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Picture Superiority Effect
Serial Position Effects
Law of Pragnanz
Recognition Over Recall
31. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Visibility
Recognition Over Recall
Flexibiliby-Usability Tradeoff
Gutenberg Diagram
32. 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
Storytelling
Closure
Mapping
Visibility
33. 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.
Gutenberg Diagram
Signal-to-noise Ratio
Area Alignment
Comparison
34. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Area Alignment
Proximity
80/20 Rule
Chunking
35. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Von Restorff Effect
Recognition Over Recall
Alignment
Advance Organizer
36. 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
Signal-to-noise Ratio
Weakest Link
Storytelling
37. 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
Affordance
Area Alignment
Serial Position Effects
Area Alignment
38. A property in which the physical characteristics of an object influence it's function. pg 22
Comparison
Common Fate
Flexibiliby-Usability Tradeoff
Affordance
39. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Signal-to-noise Ratio
Anthropomorphic Form
Legibility
Weakest Link
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Von Restorff Effect
Chunking
Operant Conditioning
Storytelling
41. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Legibility
Visibility
Area Alignment
Law of Pragnanz
42. 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.
Law of Pragnanz
Figure-Ground Relationship
Anthropomorphic Form
Flexibiliby-Usability Tradeoff
43. 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
Cognitive Dissonance
Proximity
Alignment
Legibility
44. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Cognitive Dissonance
Affordance
Closure
Weakest Link
45. 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
Flexibiliby-Usability Tradeoff
Storytelling
Storytelling
Chunking
46. 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
Alignment
Forgiveness
Affordance
Picture Superiority Effect
47. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
80/20 Rule
Von Restorff Effect
Weakest Link
Proximity
48. 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
Advance Organizer
Picture Superiority Effect
Figure-Ground Relationship
49. 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.
Gutenberg Diagram
Inattentional Blindness
Comparison
Anthropomorphic Form
50. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Signal-to-noise Ratio
Anthropomorphic Form
Closure
Inattentional Blindness