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Test your basic knowledge |
Design Principles
Start Test
Study First
Subject
:
engineering
Instructions:
Answer 50 questions in 15 minutes.
If you are not ready to take this test, you can
study here
.
Match each statement with the correct term.
Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.
This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Picture Superiority Effect
Mnemonic Device
Top- Down Lighting Bias
2. Given a choice between functionally equivalent designs - the simplest design should be selected.
3. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Redundancy
Operant Conditioning
Demand Characteristics
Control
4. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Interference Effects
Orientation Sensitivity
Demand Characteristics
Garbage In - Garbage Out
5. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Figure-Ground Relationship
Common Fate
Flexibility-Usability Tradeoff
Feedback Loop
6. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Five Hat Racks
Chunking
Face- ism Ratio
Uniform Connectedness
7. The time required to move to a target is a function of the target size and distance to the target.
8. An attribute of an object that allows people to intuitively know how to use it
Hierarchy of Needs (Design)
Interference Effects
Affordance
Serial Position Effects
9. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Self- similarity
Proximity
Prototyping
10. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Chunking
Signal- to- Noise Ratio
Wayfinding
Depth of Processing
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Development Cycle
Exposure Effect
Forgiveness
Mimicry
12. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
80/20 Rule
Prospect-Refuge
Affordance
Orientation Sensitivity
13. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Chunking
Exposure Effect
Rosenthal Effect
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Highlighting
Structural Forms
Expectation Effect
Maslow's Hierarchy of Needs
15. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Fitts' Law
Five Hat Racks
Mnemonic Device
Interference Effects
16. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Figure-Ground Relationship
Control
Signal- to- Noise Ratio
Classical Conditioning
17. Memory for recognizing things is better than memory for recalling things.
Ockham's Razor
Recognition over recall
Prospect-Refuge
Form Follows Function
18. People understand and interact with systems and environments based on mental representations developed from experience.
Savanna Preference
Scaling Fallacy
Most Average Facial Appearance Effect
Mental Model
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Law of Pragnanz
Garbage In - Garbage Out
Hierarchy of Needs (Design)
Defensible Space
20. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Most Average Facial Appearance Effect
Rule of Thirds
Legibility
Control
21. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Similarity
Prototyping
Signal- to- Noise Ratio
Redundancy
22. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Mental Model
Confirmation
Uncertainty Principle
Cost-Benefit
23. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Confirmation
Self- similarity
Entry Point
Highlighting
24. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Common Fate
Errors
Constancy
25. The tendency for people to behave differently when they know they are being studied
Fibonacci Sequence
Hawthorne Effect
Law of Pragnanz
Archetype
26. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Progressive Disclosure
Mapping
Law of Pragnanz
Satisficing
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Ockham's Razor
Storytelling
Recognition over recall
Law of Pragnanz
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Development Cycle
Inverted Pyramid
Rule of Thirds
Iconic Representation
29. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)
80/20 Rule
Cost-Benefit
Storytelling
Interference Effects
30. A technique that influences decision making and judgement by manipulating the way information is presented.
Immersion
Framing
Common Fate
Uniform Connectedness
31. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Exposure Effect
Modularity
Attractiveness Bias
Depth of Processing
32. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Depth of Processing
Confirmation
Hierarchy of Needs (Design)
Threat detection
33. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Rule of Thirds
Uncertainty Principle
Closure
Layering
34. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Rosenthal Effect
Five Hat Racks
Constraint
Proximity
35. A tendency to see objects and patterns as 3D when certain visual cues are present.
Threat detection
Three- Dimensional Projection
Factor of Safety
Convergence
36. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Readability
Comparison
Highlighting
Uncertainty Principle
37. A sequence of numbers in which each number is the sum of the preceding two.
Scaling Fallacy
Fibonacci Sequence
Inverted Pyramid
Demand Characteristics
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Form Follows Function
Performance vs. Preference
Demand Characteristics
Iteration
39. A technique for bringing attention to an area of text or image.
Mapping
Halo Effect
Highlighting
Three- Dimensional Projection
40. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Entry Point
Uniform Connectedness
Top- Down Lighting Bias
Constraint
41. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Chunking
Mnemonic Device
Ockham's Razor
Serial Position Effects
42. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Consistency
Mimicry
Redundancy
Expectation Effect
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Von Restorff Effect
Scaling Fallacy
Proximity
Visibility
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Savanna Preference
Wayfinding
Cognitive Dissonance
Modularity
45. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Forgiveness
Scaling Fallacy
Good Continuation
Modularity
46. The usability of a system is improved when similar parts are expressed in similar ways.
Similarity
Consistency
Development Cycle
Von Restorff Effect
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Convergence
Life Cycle
Face- ism Ratio
Rule of Thirds
48. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Layering
Legibility
Most Average Facial Appearance Effect
Depth of Processing
49. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Storytelling
Serial Position Effects
Progressive Disclosure
Constancy
50. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Immersion
Highlighting
Placebo effect