DIG 2500 Midterm Flash Cards

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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>


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