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Mobile App Design Fundamentals Test
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Mobile App Design Fundamentals Test
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25 Questions

1. 'This behavior feels good' is an example of what type of motivation?
2. Which of the following is the most likely icon size for an iPad
3. Which of these elements are not included in the Fogg Behavior Model?
4. Which of the following is not a classic example of gamification?
5. What is the term 'Feedback' (within the context of a design principle)?
6. What causes Overall Balance?
7. What aspect of gamification causes its players to form habits?
8. What size is an app icon for the App Store?
9. Some design principles related to Gestalt psychology include:
10. True or False? A Gamified experience releases dopamine into the player's brain.
11. Which of the following is not a type of behavior in the Fogg Behavior Grid?
12. Why is Consistency so important?
13. What is the difference between a bit map and vector image?
14. Especially on mobile devices - password masking (i.e. replacing password field characters with asterisks) can:
15. Which is the best example of a design metaphor?
16. Which is not a type of symmetry?
17. What is 'banner blindness'?
18. Which is not a factor in Self Determination Theory?
19. True or False? The basic principles of Self Determination Theory operate universally - but with some unique cultural twists.
20. Hierarchy refers to:
21. Which is the best definition of a mobile design pattern?
22. Pandora suggesting songs to users but giving users the final say in accepting a recommendation is an example of:
23. True of False: Self determination theory notes there are 5 factors that help people become motivated to change behavior.
24. What is this principle? 'Altering the basic theme achieves unity and helps keep interest'
25. True or False? It is generally best to design a gamification experience with only one player type in mind.