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