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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. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Cognitive Dissonance
Gutenberg Diagram
Area Alignment
Alignment
2. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Anthropomorphic Form
80/20 Rule
Figure-Ground Relationship
Comparison
3. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Proximity
Cognitive Dissonance
Picture Superiority Effect
Flexibiliby-Usability Tradeoff
4. 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
Iconic Representation
Area Alignment
Visibility
5. A tendency to find forms that appear humanoid or exhibit humanlike characteristics appealing. pg 26 ex: cocacola bottle
Weakest Link
Comparison
Anthropomorphic Form
Visibility
6. A property in which the physical characteristics of an object influence it's function. pg 22
Affordance
Closure
Anthropomorphic Form
Advance Organizer
7. 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
Chunking
Common Fate
Advance Organizer
Iconic Representation
8. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Proximity
Figure-Ground Relationship
80/20 Rule
Legibility
9. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Iconic Representation
Weakest Link
Common Fate
80/20 Rule
10. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Law of Pragnanz
Figure-Ground Relationship
Anthropomorphic Form
Signal-to-noise Ratio
11. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Alignment
Serial Position Effects
Recognition Over Recall
Weakest Link
12. A tendency to see a set of individual elements as a single rcognizable pattern - rather than multiple individual elements. pg 44 ex: wwf panda
Advance Organizer
Gutenberg Diagram
Storytelling
Closure
13. 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
Visibility
Closure
Iconic Representation
14. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Closure
Inattentional Blindness
Visibility
Picture Superiority Effect
15. 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
Serial Position Effects
Visibility
Figure-Ground Relationship
Chunking
16. 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
Mapping
Operant Conditioning
Area Alignment
Cognitive Dissonance
17. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Iconic Representation
Legibility
Von Restorff Effect
Flexibiliby-Usability Tradeoff
18. 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
80/20 Rule
Advance Organizer
Gutenberg Diagram
Law of Pragnanz
19. Alignment based on the area of elements versus the edges of elements. pg 30 ex: sihlouettes in a line.
Area Alignment
80/20 Rule
Recognition Over Recall
Inattentional Blindness
20. Elements that are close together are perceived to be more related than the elements further apart. pg 196 ex: window controls
Alignment
Area Alignment
Chunking
Proximity
21. 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
Serial Position Effects
Cognitive Dissonance
Alignment
Area Alignment
22. 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
Alignment
Serial Position Effects
Gutenberg Diagram
Inattentional Blindness
23. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Iconic Representation
Cognitive Dissonance
Comparison
Gutenberg Diagram
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Advance Organizer
Legibility
Area Alignment
Von Restorff Effect
25. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience. pg 230
Inattentional Blindness
Visibility
Affordance
Storytelling
26. 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.
Recognition Over Recall
Inattentional Blindness
Storytelling
Mapping
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used. pg 148
Chunking
Common Fate
Legibility
Alignment
28. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors. pg 174 ex: video games
Advance Organizer
Affordance
Operant Conditioning
Storytelling
29. 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
Forgiveness
Common Fate
Recognition Over Recall
Proximity
30. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
80/20 Rule
Cognitive Dissonance
Alignment
Law of Pragnanz
31. 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.
Inattentional Blindness
Comparison
Serial Position Effects
Common Fate
32. Ratio of relevant to irrelevant information in a display. pg 224 ex: infographics
Forgiveness
Signal-to-noise Ratio
Comparison
Operant Conditioning
33. 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
Mapping
Law of Pragnanz
Area Alignment
34. A high percentage of effects in any large system are caused by a low percentage of variables. pg 14
Operant Conditioning
Storytelling
Signal-to-noise Ratio
80/20 Rule
35. A tendency to interpret ambiguous images as simple and complete - versus complex and incomplete. pg 144 ex: emoticons
Common Fate
Signal-to-noise Ratio
Anthropomorphic Form
Law of Pragnanz
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
Comparison
Figure-Ground Relationship
Forgiveness
Closure
37. A tendency to seek consistency among attitudes - thoughts - and beliefs. pg 46 ex: AOL
Mapping
Cognitive Dissonance
Operant Conditioning
Recognition Over Recall
38. 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
Law of Pragnanz
Iconic Representation
Serial Position Effects
Closure
39. 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
Operant Conditioning
80/20 Rule
Flexibiliby-Usability Tradeoff
40. A phenomenon of memory in which noticeably different things are more likely to be recalled than common things.
Von Restorff Effect
80/20 Rule
Closure
Figure-Ground Relationship
41. Memory for recognizing things is better than memory for recalling things. pg 200 ex: multiple choice tests
Law of Pragnanz
Inattentional Blindness
Recognition Over Recall
Closure
42. As the flexibility of a system increases - the usability of the system decreases. pg 102 ex: remote controls; #of buttons vs ease of use.
Serial Position Effects
Storytelling
Flexibiliby-Usability Tradeoff
Iconic Representation
43. 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
Forgiveness
Weakest Link
Picture Superiority Effect
Chunking
44. 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
Operant Conditioning
Gutenberg Diagram
Proximity
Signal-to-noise Ratio
45. 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
Serial Position Effects
Comparison
Weakest Link
Visibility
46. The use of pictoral images to improve the recognition and recall of signs and controls. pg 132 ex: street signs
Law of Pragnanz
Legibility
Iconic Representation
80/20 Rule
47. Pictures are remembered better than words. pg 184 ex: ads with pictures are easier to look at.
Von Restorff Effect
Legibility
Visibility
Picture Superiority Effect
48. 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.
Cognitive Dissonance
Gutenberg Diagram
Figure-Ground Relationship
Forgiveness
49. The usability of a system is improved when it's status and methods of use are clearly visible. pg 250 ex: three mile island
Gutenberg Diagram
Visibility
Proximity
Law of Pragnanz
50. A property in which the physical characteristics of an object influence it's function. pg 22
Gutenberg Diagram
Inattentional Blindness
Cognitive Dissonance
Affordance