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Test answers for Mobile App Design 2020

(62, CL) Last updated: January 27
Elance • IT & Programming
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62 Answered Test Questions:

1. True or False? A Gamified experience releases dopamine into the player's brain.

Answers:

• True

• False

2. Digital type is generally created as what kind of file type?

Answers:

• Still frame GIF files

• Vector glyphs

• Transparent PNG files

• Rasterized web safe JPG files

3. What is the difference between a bit map and vector image?

Answers:

• Bit maps are mostly used in the artistic industry, while Vectors are used in scientific fields.

• Bit maps are made up of 255 colors. Vectors are made up of millions.

• Bit maps are made up of pixels. Vectors are defined by mathematical equations.

• Bit maps were first pixels. Then later called Vectors.

4. pixels(px) is an absolute unit of measurement when using style sheets

Answers:

• True

• False

5. What do you call the concept of visual equilibrium?

Answers:

• Emphasis

• Rhythm

• Balance

• Proportion

6. True or False? Beautiful design has no impact on user motivation.

Answers:

• True

• False

7. What does PPI stand for?

Answers:

• Pixels Per Index

• Points Picked Information

• Points Per Index

• Pixels Per Inch

8. Which control UI would best represent a binary decision?

Answers:

• a stepper

• a system button

• a switch

9. Which of the following is a software program for a mobile device?

Answers:

• Native applications

• Web applications

10. Hierarchy refers to:

Answers:

• The relative size of elements in a design

• The direction a viewer's eye should move through a design

• The order of importance of each element in a design

• The area of emphasis in a design

11. True or False? The basic principles of Self Determination Theory operate universally, but with some unique cultural twists.

Answers:

• False

• True

12. The techniques used for keeping players in game and not leaving (logging off or closing the application) are often called:

Answers:

• acquisition techniques

• engagement techniques

• win-back techniques

• monetization techniques

13. A player who favor scenarios in which they're rewarded for completing tasks and earning the recognition of other is known as a(n) ______.

Answers:

• Killer

• Achiever

• Socializer

• Explorer

14. The 3 most basic shapes in visual design are known as PLP. What does this stand for?

Answers:

• Picture, Lumination, and Primrose

• Point, Location, and Point

• Part, Line, and Parcel

• Point, Line, and Plane

15. Which pair of words differentiates between fonts with or without the small finishing strokes on the ends of a character?

Answers:

• Cut and Curved

• Serif and Sans-Serif

• Traditional and Modern

• Sharp and Rounded

16. True or False? It is generally best to design a gamification experience with only one player type in mind.

Answers:

• False

• True

17. What is the recommended dots per inch (dpi) for images intended for display on the web or mobile devices?

Answers:

• 350 dpi

• 150 dpi

• 300 dpi

• 72 dpi

18. True or false? 1em is equal to the current font size.

Answers:

• False

• True

19. What should come first when approaching a design project?

Answers:

• The features the product will feature

• Establishing the product's goal

• The technology the product will need

• The budget the project will need

20. Which is the best example of "direct manipulation"?

Answers:

• Adjusting the volume by clicking a button

• Turning a phone off by clicking a button

• Playing a game by swiping

21. What is "banner blindness"?

Answers:

• A usability problem that occurs when page advertisements are too visually distinctive, drawing attention away from the main content

• A significant accessibility concern for disabled users

• An inability to track the eyes consistently from left to right

• A tendency by users to ignore visual elements that look like advertisements

22. Which of these frameworks focuses on status and score to motivate competitive behavior?

Answers:

• Company race

• Competitive pyramid

• Gentle guide

• Competitive collaborator

23. Why is Consistency so important?

Answers:

• It helps improve the aesthetic quality of a product, furthering its appeal to the market

• Designing different interfaces to perform identically reduces cognitive load and enables users to quickly transfer prior knowledge to unfamiliar products

• Consistency is not particularly important, and most designs operate completely differently with little or no problem on the part of the user.

24. Which should be the minimum target area for each item in a collection view?

Answers:

• 70x70 points

• 10x10 points

• 5x5 points

• 44x44 points

25. Which Principle states that "hiding certain functions can be advantageous in interface design"?

Answers:

• Hierarchy

• Affordance

• Proximity

• Visibility

26. What is a typeface "family"?

Answers:

• the use of serif and sans-serif in the same document

• multiple styles and weights of the same typeface

• a portfolio of typefaces made by the same designer

• different fonts that work well with each other

27. What aspect of gamification causes its players to form habits?

Answers:

• The difficulty of endgame material

• The simplicity of a game's flow

• The rewards and accomplishments

• The visual stimuli within the game experience

28. What is this principle? "Altering the basic theme achieves unity and helps keep interest"

Answers:

• Similarity

• Proximity

• Affordance

• Theme with variation

29. What is a weakness of A/B testing?

Answers:

• It is typically very expensive

• It is not statistically robust

• Its impact is generally limited to incremental and local improvements

• There are no good guidelines for implementing it in a scalable manner

30. What is the 3 F's of Design?

Answers:

• Form from Function

• Function from Form

• Function follows Form

• Form follows Function

31. Symmetrical and Asymmetrical are design sub-principles with different meanings depending on which Principle you are referring to. Which two Principles do they belong to?

Answers:

• Unity and Scale

• Unity and Proximity

• Balance and Affordance

• Unity and Balance

32. "This behavior feels good" is an example of what type of motivation?

Answers:

• Introjected

• Amotivated

• Intrinsic

• Integrated

33. What is the term "Feedback" (within the context of a design principle)?

Answers:

• When you ask people what they think about the design

• When it is very clear and obvious how to use an interface

• Communicating clearly to the user the action they have undertaken

34. Some design principles related to Gestalt psychology include:

Answers:

• Unity, variety, and contrast

• Balance, hierarchy, and emphasis

• Similarity, proximity, and continuation

35. Pandora suggesting songs to users but giving users the final say in accepting a recommendation is an example of:

Answers:

• competence

• autonomy

• relatedness

36. Which type of motivation is most likely to sustain behavior change?

Answers:

• External

• Intrinsic

• Introjected

• Amotivated

37. Which is the best definition of a mobile design pattern?

Answers:

• a general, repeatable solution to a commonly occurring problem in software design

• a color scheme

• a cohesive branding message expressed through typrography, color, logo, etc.

• a texture, such as stripes

38. In typography, the x-height is

Answers:

• the distance between the top of the tallest letterform to the bottom of the lowest one

• half the distance from the baseline to the cap height

• the distance between the baseline and the mean line in a typeface

• a typographic unit

39. Which of the following is the most likely icon size for an iPad

Answers:

• 76 x 76

• 180 x 180

• 60 x 60

• 120 x 120

40. What is Cognitive Load?

Answers:

• The load exerted on a series of cogs, collectively known as Cognitive

• Nothing, it is a made up term

• Cognitive Load is the load exerted on the managerial execution of systematic command processes

• Load related to the executive control of working memory (WM)

41. What size is an app icon for the App Store?

Answers:

• 1024 x 1024

• 80 x 80

• 120 x 120

• 152 x 152

42. Contrast of size or scale is part of which Design Principle(s)?

Answers:

• Rhythm

• Proportion

• Unity

• Emphasis and Balance

43. Which is the best example of a design metaphor?

Answers:

• Adjusting the volume by clicking a button

• A green "answer" button for incoming calls

• flipping to the next page by swiping

44. Which of the following is not a type of behavior in the Fogg Behavior Grid?

Answers:

• Span

• Dot

• Path

• Note

45. Which are relative units of measurement when using style sheets?

Answers:

• percent(%) and pixel(px)

• pixel(px) and em

• percent(%) and point(pt)

• percent(%) and em

46. What are the four types of Balance?

Answers:

• Symmetrical, Asymmetrical, Radial, Rectangular

• Symmetrical, Asymmetrical, Overall, Common

• Symmetrical, Asymmetrical, Circular, Overall

• Symmetrical, Asymmetrical, Radial, Overall

47. What is a necessary tool for turning quantitative research results into user segments?

Answers:

• Eye-tracking studies

• Clustering analysis

• Follow-up qualitative interviews

• Persona hypotheses

48. Which of the following is not a classic example of gamification?

Answers:

• Fantasy Football

• Loyalty Programs

• Laser Tag

• LinkedIn's Progress Bar

49. What is 'flow' as used in gamification principles?

Answers:

• Flow is the process of reaching new levels.

• Flow is the mental state of operation in which a person in an activity is immersed in game play

• All of these

• Flow is gaining points on a continuous basis to reach new levels of game play

50. Which of these elements are not included in the Fogg Behavior Model?

Answers:

• Motivation

• Trigger

• Ability

• Reward

51. What causes Overall Balance?

Answers:

• All the elements being in Unity

• The overall balance of a design

• A Mosaic form caused by containing too many elements

• Balance arranged around a central element

52. Which of the following is NOT a type of motivation according to Self Determination Theory?

Answers:

• Identified

• Introjected

• Related

• Amotivated

53. True of False: Self determination theory notes there are 5 factors that help people become motivated to change behavior.

Answers:

• True

• False

54. What is an "affordance"?

Answers:

• Budgetary constraints by "buyer" user types

• A visible interface element

• A behavior that the designer expects the user to exhibit

• An actionable property between the world and an actor

55. Especially on mobile devices, password masking (i.e. replacing password field characters with asterisks) can:

Answers:

• reduce usability and increase errors

• result in users choosing more complex and secure passwords

• prevent HTTPS from transmitting the information securely

• greatly improve security

56. In Gestalt theory of visual design, which one of these is NOT a law of perceptual organization?

Answers:

• Tetradic Colors

• Good Figure

• Similarity

• Common Fate

57. According to Alan Cooper, what is the "elastic user"?

Answers:

• A specific "placeholder" persona intended to capture a wide and unpredictable range of behaviors not covered in other personas

• A derogatory term for the tendency of different stakeholders in the design process to define "the user" based on their own personal goals.

• A highly flexible and motivated user, requiring little contextual support or extrinsic motivating factors to engage with a product

• A user who expects to access your content across multiple devices and contexts

58. Skinner operant conditioning relies on:

Answers:

• Extrinsic rewards

• Variable ratio rewards

• Intrinsic rewards

59. Which is not a type of symmetry?

Answers:

• Proportionate

• Bilateral

• Radial

• Approximate

60. True or False: Downloading a mobile application is an example of a "least important behavior"?

Answers:

• True

• False

61. "This behavior is part of my identity" is an example of what type of motivation?

Answers:

• Intrinsic

• Identified

• Integrated

• Introjected

62. Which is not a factor in Self Determination Theory?

Answers:

• Involvement

• Relatedness

• Autonomy

• Competence