DIG 2500 Midterm Flash Cards
A. Merce Cunningham
Who did John Cage work with? A. Merce Cunningham B. Alan Turing C. Yoko Ono D. Joseph Kosuth E. Ryan Gosling
A. Founder of Computer Science and Artificial Intelligence
Who is Alan Turing? A. Founder of Computer Science and Artificial Intelligence B. Creator of Dada C. Pioneer of Experimental Music D .Invented Z3 Computer E. Army General
ANDREA POLLI
Who is this? (Clues) Data Viz Partical Falls E-Oculus
HIROSHI ISHII
Who is this? (Clues) Tangible User Interfaces Meta Desk Biologic
Answer Key: B and E
Why would it be best to ask neutral questions as opposed to asking non-neutral questions in any given situation? A. Non-neutral questions do not carry a hidden agenda and are open ended. B. Neutral questions force the questioner to think more deeply before asking their question. C. Non-neutral questions stem from a belief that the other person might have something more that they can share. D. Neutral questions and comments often trigger defenses in the subject. E. Non-neutral questions can cause friction and and create distance as the subject will pull away.
Answer: D) affordance, signifiers
________ tells what action is possible while ________ tells where the action should take place. A) signifiers, constraints B) conceptual models, mapping C) affordance, constraints D) affordance, signifiers E) constraints, mapping
inside-out - Design of Everyday Things Ch3
airplane fixed position with horizon tilted
Specify - Design of Everyday Things Ch2
an action sequence (behavioral)
Subconscious Cognition - Design of Everyday Things Ch2
fast, automatic, multiple resources, controls skilled behvaior
How to bridge Gulf of Evaluation - Design of Everyday Things Ch2
feedback and a good conceptual model
Goal - Design of Everyday Things Ch2
form the goal
outside-in - Design of Everyday Things Ch3
horizon always horizontal with airplane tilted
Procedural Memory - Design of Everyday Things Ch2
information gather by recalling memory of activities performed
Feedfoward - Design of Everyday Things Ch2
information that helps answer questions of execution (doing)
Internal Knowledge - Design of Everyday Things Ch3
knowledge in the head, knowledge in memory
Procedural Knowledge - Design of Everyday Things Ch3
knowledge of "how to", taught by demonstration, learned through practice, highly subconcious
Declarative Knowledge - Design of Everyday Things Ch3
knowledge of facts and rules, easy to write and teach
Behavioral Processing - Design of Everyday Things Ch2
learned skills triggered by situations that match appropriate patterns, behavioral states are learned, largely subconscious
Declarative Memory - Design of Everyday Things Ch2
memory for factual information
Long-term memory (LTM) - Design of Everyday Things Ch3
memory for the past, takes time for info to get in and time to get out again, sleep plays an important role in strengthening the memories of each day
Visceral Processing - Design of Everyday Things Ch2
most basic level of processing, immediate perception, fast and completely subconscious
3 Stages of Evaluation - Design of Everyday Things Ch2
perceive, interpret, compare
3 Stages of Execution - Design of Everyday Things Ch2
plan, specify, perform
Memory for the future - Design of Everyday Things Ch3
planning abilities, the ability to imagine future scenarios
Reflective Processing - Design of Everyday Things Ch2
reasoning and conscious decision-making, cognitive, deep, slow and completely conscious
Arbitrary Knowledge - Design of Everyday Things Ch3
remembering of things that have no underlying meaning or structure (i.e. alphabet, names, foreign vocab)
Prospective memory - Design of Everyday Things Ch3
remembering to do some activity in the future
Meaningful Knowledge - Design of Everyday Things Ch3
remembering/understanding things by associating purpose with the action (giving it meaning)
Short-term or working memory (STM) - Design of Everyday Things Ch3
retains most recent experiences or material currently being talked about, memory of just present, amount to be retained is severely limited
How to bridge Gulf of Execution - Design of Everyday Things Ch2
signifiers, constraints, mappings, and a good conceptual model
Conscious Cognition - Design of Everyday Things Ch2
slow, controlled, limited resources, invoked for novel situations (learning, in danger, when things go wrong)
Plan - Design of Everyday Things Ch2
the action (reflective)
Perform - Design of Everyday Things Ch2
the action sequence (visceral)
Compare - Design of Everyday Things Ch2
the outcome with the goal (reflective)
Interpret - Design of Everyday Things Ch2
the perception (behavioral)
Perceive - Design of Everyday Things Ch2
the state of the world (visceral)
At Fault - Design of Everyday Things Ch1
"It is the machine and its design that are at fault."
Errors - Design of Everyday Things Ch1
"So we must design our machines on the assumption that people will make errors."
Human Behavior - Design of Everyday Things Ch1
"We have to accept human behavior the way it is, not the way we wish it would be."
7 Stages of Action - Design of Everyday Things Ch2
1 for Goal, 3 for Execution, 3 for Evaluation
a. A pleasing arrangement of parts
1. What causes harmony in color? a. A pleasing arrangement of parts b. Similar colors next to one another c. Multiple colors blended d. Monochromatic colors e. Definite borders between different colors
Harmony
A pleasing arrangement of parts A way to describe what is pleasing to the eye A sense of order and balance to the viewer in the visual expierence
Monochromatic
A single color that vary almost exclusively on a value scale
A. You have "bridged the gap" in the Gulf of Evaluation enough times to dedicate less conscious effort to the task though, you still subconsciously provide full attention
According to Don Norman, the more experienced you are at a completing a task the more steps you perform subconsciously, using the thought process that he lays out why would this be?
A. You have "bridged the gap" in the Gulf of Evaluation enough times to dedicate less conscious effort to the task though, you still subconsciously provide full attention
According to Don Norman, the more experienced you are at a completing a task the more steps you perform subconsciously, using the thought process that he lays out why would this be? A. You have "bridged the gap" in the Gulf of Evaluation enough times to dedicate less conscious effort to the task though, you still subconsciously provide full attention B. You no longer need to dedicate time to the other Seven Stages of Action and can simply Perform C. Humans perform most of their lives in a subconscious state so you simply adjust older tasks to do so D. You don't normally plan things out, merely react to new activities during the day so there if there isn't much new information you tend to block it out naturally E. Muscle Memory takes over as you do a task enough so your brain never has to worry about remembering ever detail of your day
Answer: D) Step Two: Artist as Questioner
According to Liz Lerman's Critical Response Process, at what step does a responder express opinion that is better known as a "Fix-It?" A) Step Four: Permissioned Opinion Time B) Step One: Statement of Meaning C) Step Three: Neutral Questions D) Step Two: Artist as Questioner E) Step Five: Follow-Up and Follow-Through
Shades
Adding black to a hue
Tints
Adding white to a hue
Conceptual Model - Design of Everyday Things Ch1
An explanation (usually highly simplified) of how something works
Explanation: Figure-ground reversal can be defined as an instance wherein positive and negative shapes in a piece can be reversed or are ambiguous. For example, the following picture can be viewed with the positive shape being the woman's face or the saxophone player.
An instance of figure-ground reversal would be: a.) Communicating shapes through texture rather than color b.) Shapes in an image are ambiguous in their status as either positive or negative c.) The ground of an image consisting of higher value than the figure d.) A figure forming a symmetrical opposite to itself
Conceptual Art
Art Movement Usually Text Inspired by Zen Idea is more important than physical
B. The relationship between a physical object and a person.
As described by Don Norman, what is an affordance? A. A system of trade between the consumer and the producer. B. The relationship between a physical object and a person. C. How much a consumer can spend on a product. D. Another term for Human Socialistic Properties (HCP). E. The process of constructing a efficient product.
Mind Body Seperation
Being to thinking Body is sense organ Cant have separate body or mind
High contrast
Big difference between shades of grey
B) Metaphor
Bookmarking a website on a web browser is an example of what? A) Mapping B) Metaphor C) Constraint D) Signifier
Discoverability - Design of Everyday Things Ch1
Can you determine and perform the intended actions?
c) Affordances
Capabilities, attributes and constraints make up what is called __________ in the Principles of Design. a) Constraints b) Metaphors c) Affordances d) Feedback e) Mapping
Answer key: <br> <a>
Choose all valid HTML tags. <image> <link> <br> <paragraph> <a>
Additive Color
Color model based on emitted light. RED GREEN BLUE
Cool
Colors on the Green-Blue sides of the wheel
Warm
Colors on the Yellow-Orange sides of the wheel
Triadic
Colors that are configured in a triangualar formation on the wheel
Analogous
Colors that are next to each-other on the wheel
Complementary
Colors that are opposite to each-other on the wheel
Feedback - Design of Everyday Things Ch1
Communicating the results of an action (poor feedback can be worse than no feedback)
Myron Kruger
Computer Artist Non Headset Virtual Reality Alternate form of Computer Input Video Space Lab 1970
Tven Sutherland
Computer Scientist Invented Sketchpad 1963 Used Cathode Ray Tube
Joe Kousouth
Conceptual Artist of "One and Three Chairs" A. Sol LeWitt B.Chevy Mandalbalm C. Marcus Barnes D. Joe Kousouth E. Terrell Theen
Mental Model - Design of Everyday Things Ch1
Conceptual model in a persons mind that represents their understanding of how things work
Marcus Barnes
ENIAC 1946 Funded by Army Artillery Tables Turing Complete
Billy Kluver
Electrical Engineer at Bell Labs Founded E.A.T Collaborator Homage to New York 1960 Oracle 1965 9 Evenings
Industrial Design - Design of Everyday Things Ch1
Emphasizing form and material
Experience Design - Design of Everyday Things Ch1
Emphasizing the emotional impact
Interaction Design - Design of Everyday Things Ch1
Emphasizing understandability and usability
2 Parts of Action - Design of Everyday Things Ch2
Executing & Evaluating/Doing & Interpreting
Understanding - Design of Everyday Things Ch1
How is it supposed to be used?
Embodiment
How we use our body when interacting
Design Process
Identify Needs and Establish developing designs that meet them. Building interactive versions so they can be communicated Evaluating what is built throughout
The Language of Design
In addition to using words and symbols to communicate, the language of design relies on visual elements and principles of design. The combination of these elements forms the style, form and content of the work. Learning the visual elements is learning the vocabulary of the language of design.
Konrad Zuse 1910-1955 German
Invented Z3 First Programmable Computer Painter
Emotional Color
Language connects emotion with color Color can trigger emotional responses in the observer
Low contrast
Little difference between shades of grey
Personal Computers
Macintosh 1984 First commercial and affordable computer AOL 1985
Fedor Nake
Math and Computer Science The First exhibition of Digital Art
Ben Lapowsky
Mathematician and Draftsman Created Computer Graphics Used Oscilloscopes
Num June Paik
Mentored John Cage TV Bhudda 1974 TV Bra TV Cello Electronic Superhighway 1985 Founded Video Art Mixed Media Sculpture
Xerox PARC
Mouse GUI Inspired Apple Computer
Achromatic
Natural colors that vary almost exclusively on a value scale
Perceived Affordance - Design of Everyday Things Ch1
Often act as signifiers, but can be ambiguous
John Cage 1912-1992
Pioneer of experimental music Music is an affirmation of life
D) "The color scheme was not pleasing to the eye."
Q: Which of the following statements is NOT a desired experience goal for a user? A) "It was fun and enjoyable." B) "This was entertaining." C) "After I finished, I was emotionally fulfilled." D) "The color scheme was not pleasing to the eye." E) "That was motivating and rewarding."
B: Figure-Ground Relationship
Question: Conceptual perception is most closely related to which concept? A: Value Contrast B: Figure-Ground Relationship C: The Emphasis and Focal Point D: Color Harmony E: Additive Color
D) Mouse
Question: While Xerox is known for many important computer creations, what is one computer part that they created yet could not fully capitalize on? A) Display Screen B) Keyboard C) Web Browser D) Mouse E) Transistors
Affordance - Design of Everyday Things Ch1
Relationship (not a property) between a physical object and a person *Some are perceivable
Sol LeWitt 1928-2007
Set instructions for work and people replicated it
Signifiers - Design of Everyday Things Ch1
Signaling component of affordances (communicates with user)
Dada
Started In Zurich During WWII Reaction to chaos Anti Art Collage First to call itself not art Combined Media
Phenominology
Study of expierence
Hue
Term for the family of Color
Answer.... B. Signifier
The Enter sign etched on a glass door is an example of A. Affordance B. Signifier C. Constraint D. Mapping
C. <a href="example">
The HTML code for a link is: A. <link url:example> B. <a lin="example"> C. <a href="example"> D. <url="example">
B) a single color that varies almost exclusively
The Monochromatic color scheme is...? A) a greyscale B) a single color that varies almost exclusively C) colors that appear next to each other on the color wheel D) colors that appear opposite to each other on the color wheel E) colors configured in a triangular formation
(a) a mode; since it sets the state used to interpret numeric keypad gestures
The Num Lock key found on many keyboards, which enables the user to use the number functions of the numeric keypad rather than the cursor control functions, indicates which of the following features is present: (a) a mode (b) a physical constraint (c) a logical constraint (d) a quasi-mode (e) a signifier
AFFORDANCES CONSTRAINTS SIGNIFIERS/VISIBILITY MAPPINGS/CONSISTENCY FEEDBACK CONCEPTUAL MODELS/METAPHORS
The interactive design principles are?
Human-centered Design (HCD) - Design of Everyday Things Ch1
The process the ensures the design matches the of the intended audience.
Saturation
The pureness of the color The purer the color the greater intensity
Mapping - Design of Everyday Things Ch1
The relationship between the elements of two sets of things
B. Enjoyable and rewarding
There is a difference between usability and experience goals, experience goals are: A. Effective to use B. Enjoyable and rewarding C. Efficient and safe to use D. Easy to learn
Experience Goals
These are examples of? (Clues) Satisfying Enjoyable Fun Entertaining Helpful Motivating Aesthetically Pleasing Superlative of Creativity Rewarding Emotional Satisfaction
Shape as Icon Certain shapes carry a immediate associations that resonate within a culture
These are examples of? Star of David Christian Cross Chinese Yin Yang American Dollar Signs Hearts
Inter-Action
This is an example of? (Clues) User Goal Action Performed Result Evaluated (Repeat)
Value Pattern
This is an example of? Describes the variation in light and dark within a composition
Figure - Ground Reversals
This is an example of? When the positive and negative shapes in a piece can be reversed or are ambiguous
Value
This is an example of? Color of a surface is its lightness or darkness
Value Contrast
This is an example of? Degrees of difference between shades of grey High value makes it easier to see
Figure - Ground
This is an example of? Relationship between the positive and negative shapes in a piece
Bell Labs
Transistors Discovered Cosmic Radiation CCD Imaging 1969
Answer: B. - Why? We discussed this in class. I expect to open the doors by pulling the handles (a natural affordance), but I am physically constrained when what I expect to happen by instinct is actually quite the opposite. I must push the handles in order to achieve my goal.
We discussed Don Norman's design principles in class. Of the following examples, which is a cohesive example of an Affordance and a Physical Constraint? A. Buttons invite you to press; when I press the button, it lights up red B. Handles on a door invite pulling; the handles on a particular door do not allow me to pull, but when I push the handles, the door opens for me C. Knobs afford turning; under the knobs on my stove, there is no picture to show me which burners will heat up D. Buttons invite you to press; when I am in Adobe Photoshop, it is difficult for me to see which buttons I want to choose on the tool selection panel
Answer: C In attempt to lead to immediate understanding in natural mapping
We have the examples of when moving an object up, one should move the control up. Also, arranging controls in the same pattern as the light for a large room or auditorium. What is the purpose of this idea? A) To have related be purposefully separated B) In order to take advantage of spatial contrasts C) In attempt to lead to immediate understanding in natural mapping D) Have horizontal positioning represent amount or intensity E) Have controls be close to the item being mismanaged
Color as a Symbol
We link mood with color Feelings and behavior can be symbolized with color Are culture specific
B. Colors that appear next to each other on the color wheel.
What are analogous colors? A. Colors that appear across from each other on the color wheel. B. Colors that appear next to each other on the color wheel. C. A single color that varies exclusively on a value scale. D. Colors that are configured in a triangular formation. E. Colors that are seen as neutral.
D. Too much Feedback can become distracting while too little Feedback can be frustrating to the user.
What does it mean to balance the amount of Feedback for Interactive Design? A. Give only auditory Feedback so the user can focus their attention on something else. B. The more Feedback you can provide the user, the better their experience. C. Provide as little Feedback as possible so the user can experiment with your design. D. Too much Feedback can become distracting while too little Feedback can be frustrating to the user. E. Give more visual Feedback than any other Feedback types so the user isn't distracted by the sound.
C. Something for our pleasure
What does not describe interface? A. They are better suited for Type declaration B. It breaks all its implementation and you need to provide an implementation in all clients C. Something for our pleasure D. Interaction with system, computer, or technology E. You can not create a non abstract method
Answer: Textual. Source - Dourish Intro p.9
What is the best-developed form of symbolic interaction with which we are familiar with? A. Peripheral Attention B. Graphical C. Textual D. Information Density E. Visual Metaphors
C) Positive space is the object or picture that captures the users attention at first glance, negative space is the background around the main image or object that the viewer does not focus on
What is the difference between positive and negative space? A) positive space form boundaries by the lines that surround them, and negative space is when intersecting lines pass through each other to form a shape B) Positive space is a single color that varies on a color scale, negative space is a color of grey with no color C) Positive space is the object or picture that captures the users attention at first glance, negative space is the background around the main image or object that the viewer does not focus on D)Positive space is surface properties identified through tactical interface, negative space is two dimensional media that gives appearance of physical texture E) Positive space is the sum of geometric, rotational and positional attributes, negative space is concerned with contour and profile edge
Correct answer: C
What is the measure of lightness or darkness in terms of design principles? A.) Opacity B.) Saturation C.) Value D.) Exposure E.) Hue
e. return info about progress and action to the user
What is the primary purpose of feedback when designing an interactive interface? a. to limit actions of the user b. provide info about user/object relationship c. to make it easier for user to know what to do next d. provide balance of interface e. return info about progress and action to the user
b) weaving
What is the word "texture" derived from? a) patterns b) weaving c) sense of touch d) space
NATURAL USER INTERFACE (NUI)
What is this an example of? (Clues) Allows for computer interaction that replicates our interaction with the rest of the world: talking, gesture facial expressions, walking etc. Beyond mouse and keyboard Is it really natural?
PEN
What is this an example of? (Clues) Allows for precise input Poor substitute for brush Much better with screen than pad
ROBOTS
What is this an example of? (Clues) Automate tasks Offload human activity Exploration of remote places
TANGABLE
What is this an example of? (Clues) Based on physical computing and sensor technology Supports non-linear sequencing and open format interaction
MULITMEDIA
What is this an example of? (Clues) Combinations of different media
MULTIMODAL
What is this an example of? (Clues) Combines several different interface types. Touch, Sound, Speech, Motion Eye Tracking Experimental Use specific
COMMAND LINE
What is this an example of? (Clues) Commands (key words) are typed into a prompt Superseded by GUI but still around as keyboard shortcuts Still useful for programming/scripting
TEXTURE
What is this an example of? (Clues) Derived from the latin word weaving Used to describe the surface of things through sense of touch An artist can emphasize or distort blank of an object in order to evoke an emotional response
RESPONSIVE AND INTERNET OF THINGS
What is this an example of? (Clues) Embed the technology around you Sense whats important and respond to it
WEARABLE
What is this an example of? (Clues) Facilitates non-verbal communication Makes digital information more accessible Convey emotion
CAVES
What is this an example of? (Clues) Fully immersive environment shown using 360 degree projection Great for simulation training Support multiple people at once
GESTURE
What is this an example of? (Clues) Limited Physical Feedback Can make game input more lifelike Favors large gestures
SKUMORPHIC GUI'S
What is this an example of? (Clues) Make new things look old Make things comfortable
TOUCH/MOBILE
What is this an example of? (Clues) Not necessarily paired but today they are Constrained by screen size and precision of input Excels at location input
SHARABLE
What is this an example of? (Clues) Not social media Multi-user interface Often incorporated in furniture forms Supports group work
SPACE
What is this an example of? (Clues) Objects exist in 3D blank Some art and design is truly 3D Such as sculpture, architecture and tangible interfaces Other work tries to depict blank on a 2D surface like painting an GUI's
MECHANICAL
What is this an example of? (Clues) Physical interface elements like buttons, knobs and sliders Indicator lights , mechanical sounds and physical feedback Usually designed to be intuitive and require little time
HAPTIC
What is this an example of? (Clues) Programmed vibration to replicate other textures
SPEECH
What is this an example of? (Clues) Telephone Menus Hands free Event driven Detection issues Good for accessibility
NEURAL
What is this an example of? (Clues) Tracks brainwaves Provides biofeedback Does not read thoughts Can be used to track relaxation or focus
DATA VISULIZATION
What is this an example of? (Clues) Transforms data into another media (graphics, sound) to quickly recognize trends Can be interactive to show relationships and networks
VIRTUAL REALITY
What is this an example of? (Clues) Uses stereoscopic glasses Allows user to feel like they are in the environment shown Highly engaging with the system Removes user from real world
WEB
What is this an example of? (Clues) Very trendy based on technology and language Subset of GUI and Multimedia
AUGMENTED AND MIXED REALITY
What is this an example of? (Clues) Virtual representations superimposed over the physical world Views of physical world mixed with digital environment usually involve special two way glasses
WIMP AND GUI
What is this an example of? (Clues) Windows Icons Menus and Pointing Graphical User Interface Evolved by adding toolbars and docks Often use dialogue boxes to guide interaction and errors
DEPTH
What is this an example of? (Clues) You can create the illusion of blank by overlapping objects Further away smaller they look Closer to the larger they look
Mappings/Consistency
What is this principle? (Clues) Determines how input relates to output Helps to be based on a good concept model Space Matters Can be influenced by Culture Makes interfaces easier to learn Prefers simplicity
Usability
What is this principle? (Clues) Effective use Efficient use Safe use Good Utility Easy to learn Easy to remember How to use
Conceptual Model/Metaphor
What is this principle? (Clues) High level description of the system Helps you communicate your ideas Helps you determine important design components
Constraints
What is this principle? (Clues) Limits Actions of User Helps clarify appropriate use Can be graphic or physical
Feedback
What is this principle? (Clues) Returns information about progress of action to user -Audio -Visual -Verbal -Tactile Works best with balance of helpfullness/distraction
Visibility/Signifiers
What is this principle? (Clues) Shows what actions and functions are available Communicates appropriate behavior Easier to see options for the user to know what to do next
Affordances
What is this principle? (Clues) What an attribute allows us to do Soft Chair Big Button Combines Material constraints and structure Relationship between object and User Very different between TUI and GUI
Shape
What is this visual element? (Clues) Areas that have boundaries separating them from what surrounds them. Make those areas distinct Are preformed when intersecting or connected lines enclose a space. Can be communicated through patches of color and texture.
C. To Use neutral questions about their work, and offer critical opinions along with something nice to say to make an effective approach to their work.
When criticizing work of others, according to Liz Lerman, it is important: A. To Ask them questions using adjectives to describe their work, and ask questions about the author to understand them better about their work. B. To give feedback about their work by telling them how it should be in your view, and tell them how to do it. C. To Use neutral questions about their work, and offer critical opinions along with something nice to say to make an effective approach to their work. D. For Statements of Meaning to be negative to show what the author needs to improve on in their work, and that it is important to use simple words like "ugly" towards the said aspect about their work. E. To ask the author to speak more about themselves to get a better grasp about their work, and make your judgment about their work based on the author.
Gulf of Execution - Design of Everyday Things Ch2
When one tries to figure out how something operates
Gulf of Evaluation - Design of Everyday Things Ch2
When one tries to figure out what happened (after execution)
Correct Answer: B. Switzerland
Where did the Dada art movement begin? A. Germany B. Switzerland C. Norway D. Poland E. Czech Republic
Correct --> B) A child's toy beeping when a button is pushed
Which is an example of feedback? A) A dog barking at the outside world B) A child's toy beeping when a button is pushed C) A television loudly playing a movie D) A girl typing a text message on her phone E) A printer making noises and printing a page
D. Constraints
Which of the following Design Principles refers to "limiting the user's actions in order to clarify appropriate usage"? A. Feeback B. Visibility C. Mapping D. Constraints E. Conceptual Models
D. Responders may express opinions in response to the creator's question and avoids suggestions for changes.
Which of the following is a good Critical Response Process? A. Avoid questions that encourage reflection. B. Questions are considered neutral when an opinion is included. C. Avoid any negative feedback. D. Responders may express opinions in response to the creator's question and avoids suggestions for changes. E. Offer the opinion with a solution on how to fix it.
D. In order to create a balanced system, one should consider limiting the constraints a user can perform.
Which of the following is true regarding the building of an interactive product when evaluating its design principles? A. When designing the product, it is important to keep in mind that the product should distract the user whenever possible so they may learn how it works. B. When creating the mapping for the product's controls it is important to make the interface difficult to learn. C. When looking at designing the product's affordances, one should keep in mind that all affordances should be extremely obvious (I.E. a big red button). D. In order to create a balanced system, one should consider limiting the constraints a user can perform. E. It is important to keep signifiers from being obvious because the visibility of the product should come second to affordances, constraints, feedback, mapping, and conceptual models.
D. Monochromatic
Which of these is a single color that varies almost exclusively on a value scale? A. Complementary B. Analogous C. Triadic D. Monochromatic E. Harmony
C. Caves
Which of these is a type of interface? A. Mapping B. Harmony C. Caves D. Monochrome E. Dreamweaver
d. clicking a mouse
Which of these is an example of Feedback in regards to interactive design? a. unplugging the speakers to avoid loud output b. looking at a computer screen c. using an app on an Ipad d. clicking a mouse e. receiving mail into your inbox
D.The desktop of a computer
Which of these is considered a metaphor in digital media? A. A bookmark in a book B.A file in a folder in a filing cabinet C. A piano D.The desktop of a computer E.The shopping cart at the grocery store
B. A push sign on a door.
Which one of the options below is a signifier? A. The sound the buttons on a phone make when pushed. B. A push sign on a door. C. The volume bar on a phone. D. The handle on a coffee mug. E. The trash can icon on a computer to represent a place to discard unwanted data.
c. Relatability
Which one of these is NOT a design principle? a. Feedback b. Metaphor c. Relatability d. Affordance
A)interpretation
Which part of a critique involves describing how the work makes you feel? A)interpretation B)Judgement C) Evaluation D) Description E) Analysis
answer: C) feedback
Which principle of design returns information, shows progress to the user and provides visibility to know when an action is performed? A) conceptual models B) constraints C) feedback D) affordances
answer key: C [is true for an HTML document]
Which tag is used to separate sentences to the next line in an html document ? for example if you needed to write a poem. a. <hr /> b.<linebreak> c.<br> d.<p> e.<div>