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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 tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Constraint
Scaling Fallacy
Hierarchy of Needs (Design)
Law of Pragnanz
2. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Waist to Hip Ratio
Uncertainty Principle
Fibonacci Sequence
Forgiveness
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Errors
Fibonacci Sequence
Weakest Link
4. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Ockham's Razor
Highlighting
Storytelling
5. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Framing
Savanna Preference
Law of Pragnanz
6. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Constancy
Errors
Modularity
7. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Most Average Facial Appearance Effect
Progressive Disclosure
Form Follows Function
Modularity
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Interference Effects
Face- ism Ratio
Closure
9. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Entry Point
Convergence
Proximity
10. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Chunking
Golden Ratio
Constancy
11. 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
Common Fate
Figure-Ground Relationship
Classical Conditioning
Alignment
12. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Good Continuation
Hawthorne Effect
Performance vs. Preference
Comparison
13. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Weakest Link
Archetype
Development Cycle
Iconic Representation
14. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
15. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Weakest Link
Consistency
Alignment
Savanna Preference
16. Pictures are remembered better than words.
Von Restorff Effect
Serial Position Effects
Expectation Effect
Picture Superiority Effect
17. An original model on which something is patterned
Archetype
Satisficing
Top- Down Lighting Bias
Golden Ratio
18. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Orientation Sensitivity
Performance Load
Golden Ratio
Von Restorff Effect
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Errors
Three- Dimensional Projection
Defensible Space
Life Cycle
20. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Storytelling
Iconic Representation
Self- similarity
21. The time it takes to make a decision increases as the number of alternatives increases.
22. An attribute of an object that allows people to intuitively know how to use it
Affordance
Modularity
Performance vs. Preference
Prototyping
23. The use of pictorial images to improve the recognition and recall of signs and controls.
Inverted Pyramid
Affordance
Iconic Representation
Prospect-Refuge
24. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Proximity
Picture Superiority Effect
Mnemonic Device
Iconic Representation
25. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Prototyping
Cost-Benefit
Framing
26. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Control
Legibility
Weakest Link
Exposure Effect
27. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Constancy
Mapping
Immersion
28. A method of limiting the actions that can be performed on a system.
Constraint
Convergence
Expectation Effect
Hick's Law
29. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Exposure Effect
Convergence
Framing
30. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Readability
Proximity
Immersion
Gutenberg Diagram
31. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Scaling Fallacy
Performance vs. Preference
Satisficing
Similarity
32. A sequence of numbers in which each number is the sum of the preceding two.
Uncertainty Principle
Common Fate
Pygmalion Effect
Fibonacci Sequence
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Shaping
Confirmation
Storytelling
Normal Distribution
34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Attractiveness Bias
Mental Model
Constraint
35. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Weakest Link
Comparison
Mapping
Mimicry
36. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Cost-Benefit
Layering
Face- ism Ratio
Orientation Sensitivity
37. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Performance Load
Layering
Errors
Defensible Space
38. The process of using spatial and environmental information to navigate to a destination.
Inverted Pyramid
Form Follows Function
Three- Dimensional Projection
Wayfinding
39. Memory for recognizing things is better than memory for recalling things.
Highlighting
80/20 Rule
Recognition over recall
Satisficing
40. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Picture Superiority Effect
Forgiveness
Scaling Fallacy
Expectation Effect
41. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.
Hierarchy of Needs (Design)
Hierarchy
Immersion
Storytelling
42. Elements that are similar are perceived to be more related than elements that are dissimilar.
Life Cycle
Highlighting
Constraint
Similarity
43. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Affordance
Five Hat Racks
Weakest Link
44. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Self- similarity
Ockham's Razor
Common Fate
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.
Law of Pragnanz
Good Continuation
Interference Effects
Feedback Loop
46. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Constancy
Cost-Benefit
Visibility
47. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Operant Conditioning
Mnemonic Device
Hick's Law
Attractiveness Bias
48. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Factor of Safety
Hawthorne Effect
Golden Ratio
49. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Defensible Space
Closure
Legibility
50. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Redundancy
Recognition over recall
Progressive Disclosure
Baby-Face Bias