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Experiential Week 10
UI & UX Visual Design (as a part of Experiential Game Design)
Question | Answer |
---|---|
What is the name of the principles/laws that form the psychology behind visual design, meaning "shape" or "form" in German? | gestalt |
The Gestalt Laws can be used to better understand the PX aspect of ___ and how to improve it. | visual design |
Which Gestalt Law relates to mentally grouping items with similar colours, shapes or structures? | similarity |
Which Gestalt Law relates to the perception of objects as either in the foreground or the background, or sometimes ambiguously as both? | figure-ground |
Which Gestalt Law relates to elements that are close together being more related than elements that are far apart, powerfully enough to override other laws? | proximity |
Which Gestalt Law relates to perceiving elements that are in a line or curve as more related to each other, naturally following them with the eye? | continuity |
Which Gestalt Law relates to the automatic completion of incomplete shapes in our head through recognisable patterns? | closure |
Which Gestalt Law relates to elements visually enclosed together being perceived as a unique group? | common region |
Which Gestalt Law relates to attention being grabbed by elements that visually stand out? | focal point |
Which visual design principle relates to arranging similar or identical elements multiple times for consistency? | repetition |
Which visual design principle relates to arranging elements with varying distances in several frequencies? | rhythm |
Which visual design principle relates to guiding the user's eye down a predetermined path, without necessarily making the path a line of elements? | movement |
Which visual design principle relates to creating equilibrium between two or more sections, without necessarily making them identical or symmetric? | balance |
Which visual design principle relates to the relationship between two objects' size and weight? | proportion |
Which visual design principle relates to the empty negative areas around objects, which can help to draw focus to whatever it surrounds? | white space |
Which visual design principle relates to elements having drastically different properties for a focal point? | contrast |
Which visual design principle relates to highlighting certain areas of the composition to create importance? | emphasis |
Which visual design principle relates to arranging elements in a tree-like order based on their importance for ease of conveying information? | hierarchy |
Which visual design principle relates to disrupting repetition with a change? | variety |
Which visual design principle relates to a broad visual similarity between all elements for consistency? | unity |
What is the behavioural psychology principle relating to associating stimuli together to produce the reaction of seeing both even when you only see one without the other? | pavlovian conditioning |
What is the behavioural psychology principle relating to remembering unfinished or interrupted tasks better than completed tasks? | zeigarnik effect |
What is the behavioural psychology principle relating to transferred expectations between how to use different pieces of media? | jakob's law |
What is the behavioural psychology principle relating to triggering empathy for emotional manipulation into a trusted relationship, through the mimicry/copying of another's gestures and words? | chameleon effect |
What is the behavioural psychology principle relating to experiences being judged largely on their peak/climax and their ending, and being especially remembered if they are negative experiences? | peak-end rule |
What is the behavioural psychology principle relating to touchscreen targets being pressed faster if they are larger and sufficiently far apart? | fitts' law |
What is the behavioural psychology principle relating to too many choices making us unhappy with our final choice, but too few choices leading to dissatisfaction? | paradox of choice |
What is the behavioural psychology principle relating to a higher number and complexity of choices making the decision take longer? | hick's law |
What is the behavioural psychology principle relating to aesthetically pleasing desing being seen as more usable? | aesthetic-usability effect |
What is the behavioural psychology principle relating to familiarity being enough to develop a preference? | mere-exposure effect |
What is the behavioural psychology principle relating to stable repeatable reassurance being comfortable? | placebo effect |
What is the behavioural psychology principle relating to people more easily remembering the first and last objects in a list? | serial-position effect |
What's the name of the attribute that assesses the ease of use of a UI? | usability |
Which component of usability relates to how easy it is for users to accomplish basic tasks on their first time using a design? | learnability |
Which component of usability relates to how quickly a familiar user can perform tasks? | efficiency |
Which component of usability relates to how long it takes for users returning to the design after not using it for a while re-establishing their proficiency? | memorability |
Which component of usability relates to how many mistakes users make, how severe they are, and how easily they can recover? | errors |
Which component of usability relates to how pleasant the design is? | satisfaction |
What's the name of the attribute that determines whether the required features of a UI are provided? | utility |
Complete the equation: usability + utility = ___ | useful |
Alongside usability which can be applied to UIs, game designers also need to measure ___ to see if the game is fun. | playability |
What UX dev tool is used to define and plan the layout of information presented to the player? | wireframing |
What type of UX wireframe is as minimal as possible, with only grayscale, one generic font, and no images or effects? | low-fidelity |
What type of UX wireframe may contain images, detail and interactions, but not all details? | mid-fidelity |
What type of UX wireframe is closest to the final look with all components ready to be turned into a working prototype? | high-fidelity |
What UX dev tool is used to visually represent the paths a player can take when navigating the menus? | user flow |
What UX dev tool is used to roughly test a game, with fluidity ready for feedback and alterations? | prototyping |
What type of UX prototype is used to outline flow and test usability and function for quick and cheap? | low-fidelity |
What type of UX prototype is aesthetically pleasing and used to conduct in-depth usability testing late in the process? | high-fidelity |
What type of low-fidelity UX prototype is roughly drawn out for discussion, but without any functionality? | sketched |
What type of low-fidelity UX prototype is physically constructed out of cardboard, stencils, origami etc. for a stronger sense of interaction? | paper |
What type of low-fidelity UX prototype uses simple hyperlinks to vaguely mimic the flow of the design? | click-through |
What type of high-fidelity UX prototype provides basic interactivity beyond hyperlinks, put together with simplistic software rather than specific code? | interactive |
What type of high-fidelity UX prototype is indistinguishable from the final product, but costly to create? | digital |
What type of high-fidelity UX prototype is programmed and hostable, typically using HTML/CSS? | coded |
Which category of UI doesn't exist in the game world or in the game story? | non-diegetic |
Which category of UI exists in the game world but not the game story? | spatial |
Which category of UI exists in the game story but not the game world? | meta |
Which category of UI exists in both the game world and the game story? | diegetic |
A character would be able to ___ with diegetic UI. | interact |
Non-diegetic UI is ___, purely existing to present information to the player. | artificial |
Spatial UI exists within the world, yet the characters have no ___ of its existence. | knowledge |
Meta UI is a ___ of something in the game space, without being shown in the game space. | representation |