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ART260 Midterm
| Question | Answer |
|---|---|
| What principle is pursued when an interface keeps a player from experiencing negative consequences? | Safe Exploration |
| What principle of player behavior describes a player’s desire to see immediate results from the actions they take? | Instant Gratification |
| What principle of player behavior tries to minimize up-front decisions or allows the player to return to uncompleted actions? | Deferred Choices |
| What term coined by social scientist Herbert Simon describes the willingness to accept “good enough” instead of “best” if learning all the alternatives might cost time or effort? | Satisficing |
| What term describes the process of certain frequent physical actions becoming reflexive? | Habituation |
| What term describes how people find things they’ve used before by remembering where they found/placed it previously, not what it was named? | Spatial Memory |
| What term describes when you plan to do something in the future and arrange some way of reminding yourself to do it? | Prospective Memory |
| What principle describes the optimization of frequent actions to improve the player experience? | Streamlined Repetition |
| What is the term that describes the structural and behavioral best practices that improve the “habitability” of a system? | Pattern |
| What is the term for a group of smaller-scale patterns that work well together to support a certain type of interface? | Pattern Guild |
| What is an especially complete collection of patterns called? | Pattern Language |
| Identify three levels of navigation scope. | 1) Global 2) Primary 3) Secondary |
| Identify at least four different structural navigation models. | 1) Hub & Spoke 2) Fully Connected 3) Multi-level 4) Stepwise 5) Pyramid 6) Pan-and-Zoom 7) Flat 8) Modal Panel 9) Bookmarks 10) Escape Hatch |
| What is the term for a diagram used to visually organize information? | Mind Mapping |
| What documentation process shows at a conceptual level how a player might progress through an experience? | User Scenario |
| What is the process of laying out functionality on a screen so that you can begin the process of user testing called? | Wireframing |
| What are the three levels of wireframing polish? | 1) Low Fidelity 2) Medium Fidelity 3) High Fidelity |
| Name at least three strategies for handling resolution changes? | 1) Scale 2) Stretch 3) Crop 4) Expand 5) Reconfigure |
| Everything you can define about a solution without specifying the underlying system or specifying the particular user interface that will be employed is called what? | Information Architecture |
| Creating good information architecture requires understanding of what three primary inputs? | 1) Game Features 2) Content 3) Player Goals |
| The perceived actions and visible structure of a device is called what? | System Image |
| What term describes the perceived result when something happens immediately after taking an action? | Causality |
| What do you call a single, fictitious person who represents the wants and needs of an entire group of people in user experience design? | Persona |
| UX Design incorporates aspects of what fields of study? (name 3) | Psychology, Anthropology, Architecture, Sociology, Computer Science, Graphic Design, Industrial Design, Cognitive Science, Communications, Instructional Design, Game Design |
| What term can be defined as "every aspect of a person's interaction with a game and other players, including the information presentation, interface layout, graphics, sound, industrial design, and interaction or learning process? | User Experience Design |
| "Usefulness" is a combination of what two factors? | Utility and Usability |
| Name the 3 types of affordances. | 1)Perceptible 2) False 3) Hidden |
| What acts as a good reminder of what can be done and allows a control to specify how the action is to be performed? | Visibility |
| What is the term that describes the relationship between controls and their movements and the results of the world? | Mapping |
| What are the two primary sources of mappings? | 1) Physical Analogies 2) Cultural Standards |
| The process of sending information back to the player about what action has been done or what result has been accomplished is what? | Feedback |
| Name the four types of constraints. | 1) Physical 2) Semantic 3) Cultural 4) Logical |
| What cognitive construct formed through experience, training, and instruction allows us to predict the effects of our actions? | Conceptual Model |
| Interface elements are any elements that provide at least one of the following two things: | 1) Information 2) Control |
| Interface elements can generally be classified along what two axes? | 1) Environmental 2) Immersive |
| What are the four classifications of interface elements? | 1) Spatial 2) Diegetic 3) Non-Diegetic 4) Meta |
| Identify at least three of the touch gestures generally understood by most touch interfaces. | 1) Tap 2) Double-Tap 3) Tap-Hold 4) Swipe 5) Flick 6) Pinch 7) Twist |
| What are the three targeting related issues that you need to consider in designing touch interfaces? | 1) Visual Target 2) Touch Target 3) Interference Errors |
| Name the rule defined as, “The time required to rapidly move to a target area is a function of the distance to the target and the size of the target.” | Fitts' Law |
| Kinect UX guidelines divide gestures into what two broad types? | 1) Innate Gestures 2) Learned Gestures |
| What term describes the symptoms induced through conditions such as multitasking/task switching, disruptive background noise, lack of sleep, rapidly changing focus, learning unfamiliar ideas, puzzle solving, or comparing alternative actions? | Directed Attention Fatigue |
| What are the three primary symptoms of decision fatigue? | 1) Reduced ability to make trade-offs 2) Decision Avoidance 3) Impaired Self-Regulation |
| What are the two main causes of physical fatigue in games? | 1) Ergonomics 2) Repetitive Motion |
| “Information” is which of the following: message, medium, or both? | Message |