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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. 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.
Signal-to-noise Ratio
Affordance
Comparison
Inattentional Blindness
2. 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
Figure-Ground Relationship
Alignment
3. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Area Alignment
Forgiveness
Flexibiliby-Usability Tradeoff
Flexibiliby-Usability Tradeoff
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
Gutenberg Diagram
Affordance
Operant Conditioning
Comparison
5. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Advance Organizer
Forgiveness
Proximity
Storytelling
6. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Gutenberg Diagram
Recognition Over Recall
Proximity
Legibility
7. 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
Proximity
Cognitive Dissonance
Serial Position Effects
8. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Weakest Link
Recognition Over Recall
Area Alignment
Advance Organizer
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
Chunking
Closure
Flexibiliby-Usability Tradeoff
Inattentional Blindness
10. 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.
Advance Organizer
Comparison
Affordance
Legibility
11. A property in which the physical characteristics of an object influence it's function. pg 22
Iconic Representation
Storytelling
Affordance
Storytelling
12. 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
Gutenberg Diagram
Law of Pragnanz
Common Fate
13. 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
Gutenberg Diagram
Area Alignment
Weakest Link
Comparison
14. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Cognitive Dissonance
Flexibiliby-Usability Tradeoff
Visibility
Weakest Link
15. 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
Comparison
Serial Position Effects
16. 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.
Figure-Ground Relationship
Gutenberg Diagram
Picture Superiority Effect
Common Fate
17. 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
Serial Position Effects
Flexibiliby-Usability Tradeoff
Cognitive Dissonance
Chunking
18. 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
Gutenberg Diagram
Proximity
Weakest Link
Chunking
19. 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
Recognition Over Recall
Figure-Ground Relationship
Von Restorff Effect
Common Fate
20. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Figure-Ground Relationship
Comparison
Serial Position Effects
Storytelling
21. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Visibility
Proximity
Area Alignment
Chunking
22. 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
Affordance
80/20 Rule
Mapping
Closure
23. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Comparison
Legibility
Storytelling
Figure-Ground Relationship
24. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Picture Superiority Effect
Cognitive Dissonance
Advance Organizer
Gutenberg Diagram
25. 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
Inattentional Blindness
Flexibiliby-Usability Tradeoff
Figure-Ground Relationship
Advance Organizer
26. 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
Serial Position Effects
Law of Pragnanz
Affordance
Gutenberg Diagram
27. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Mapping
Affordance
Von Restorff Effect
Figure-Ground Relationship
28. 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
Iconic Representation
80/20 Rule
Picture Superiority Effect
Mapping
29. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Closure
Storytelling
Operant Conditioning
Law of Pragnanz
30. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Visibility
Operant Conditioning
Proximity
Advance Organizer
31. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Operant Conditioning
Gutenberg Diagram
80/20 Rule
Proximity
32. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Forgiveness
Law of Pragnanz
Proximity
80/20 Rule
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.
Comparison
Serial Position Effects
Gutenberg Diagram
Common Fate
34. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Gutenberg Diagram
Cognitive Dissonance
Signal-to-noise Ratio
Von Restorff Effect
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
Anthropomorphic Form
Chunking
Storytelling
Forgiveness
36. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Iconic Representation
Signal-to-noise Ratio
80/20 Rule
Visibility
37. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
80/20 Rule
Picture Superiority Effect
Closure
Comparison
38. 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.
80/20 Rule
Signal-to-noise Ratio
Figure-Ground Relationship
Inattentional Blindness
39. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Gutenberg Diagram
Signal-to-noise Ratio
Mapping
Common Fate
40. A property in which the physical characteristics of an object influence it's function. pg 22
Flexibiliby-Usability Tradeoff
Closure
Affordance
Legibility
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
Inattentional Blindness
Area Alignment
Alignment
Anthropomorphic Form
42. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Storytelling
Operant Conditioning
80/20 Rule
Anthropomorphic Form
43. 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
Von Restorff Effect
Gutenberg Diagram
Figure-Ground Relationship
44. 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
Figure-Ground Relationship
Storytelling
80/20 Rule
45. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Area Alignment
Visibility
Mapping
Recognition Over Recall
46. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Proximity
Inattentional Blindness
80/20 Rule
Comparison
47. 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
Picture Superiority Effect
Legibility
Closure
Gutenberg Diagram
48. 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
Serial Position Effects
Signal-to-noise Ratio
Common Fate
49. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Von Restorff Effect
80/20 Rule
Operant Conditioning
Picture Superiority Effect
50. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Inattentional Blindness
80/20 Rule
Closure
Visibility