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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 method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Garbage In - Garbage Out
Mnemonic Device
Framing
Maslow's Hierarchy of Needs
2. A property of visual equivalence among elements in a form.
Normal Distribution
Picture Superiority Effect
Symmetry
Recognition over recall
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Common Fate
Classical Conditioning
Most Average Facial Appearance Effect
Performance vs. Preference
4. 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
Orientation Sensitivity
Similarity
Errors
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Uniform Connectedness
Progressive Disclosure
Scaling Fallacy
Form Follows Function
6. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Entry Point
Satisficing
Feedback Loop
7. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
Placebo effect
Performance vs. Preference
Redundancy
Rule of Thirds
8. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Demand Characteristics
Hick's Law
Forgiveness
Uncertainty Principle
9. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Mapping
Comparison
Face- ism Ratio
Orientation Sensitivity
10. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
80/20 Rule
Factor of Safety
Mapping
Storytelling
11. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Iconic Representation
Operant Conditioning
Mental Model
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Iconic Representation
Serial Position Effects
Layering
Uncertainty Principle
13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Recognition over recall
Demand Characteristics
Fibonacci Sequence
Operant Conditioning
14. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Similarity
Scaling Fallacy
Normal Distribution
15. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Attractiveness Bias
Common Fate
Hierarchy
Inverted Pyramid
16. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Iteration
Comparison
Cognitive Dissonance
Operant Conditioning
17. An original model on which something is patterned
Archetype
Mental Model
Five Hat Racks
Threat detection
18. The time it takes to make a decision increases as the number of alternatives increases.
19. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Expectation Effect
Mapping
Top- Down Lighting Bias
Performance Load
20. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.
Feedback Loop
Baby-Face Bias
Savanna Preference
Depth of Processing
21. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Picture Superiority Effect
Storytelling
Demand Characteristics
Consistency
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Proximity
Mental Model
Convergence
Gutenberg Diagram
23. 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)
Factor of Safety
Garbage In - Garbage Out
Expectation Effect
24. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Normal Distribution
Von Restorff Effect
Performance Load
25. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Closure
Factor of Safety
Control
Inverted Pyramid
26. 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.
Iconic Representation
Comparison
Life Cycle
Chunking
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Forgiveness
Factor of Safety
Face- ism Ratio
Legibility
28. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Feedback Loop
Symmetry
Weakest Link
Closure
29. 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
Rosenthal Effect
Life Cycle
Common Fate
Storytelling
30. 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.
Good Continuation
Form Follows Function
Framing
Cognitive Dissonance
31. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
80/20 Rule
Legibility
Depth of Processing
Factor of Safety
32. Given a choice between functionally equivalent designs - the simplest design should be selected.
33. A process of repeating a set of operation until a specific result is achieved.
Hierarchy of Needs (Design)
Iteration
Performance Load
Consistency
34. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Development Cycle
Demand Characteristics
Recognition over recall
Defensible Space
35. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Uncertainty Principle
Iconic Representation
Framing
36. 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.
Control
Entry Point
Consistency
Waist to Hip Ratio
37. A method of limiting the actions that can be performed on a system.
Immersion
Garbage In - Garbage Out
Classical Conditioning
Constraint
38. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Uncertainty Principle
Prospect-Refuge
Closure
Baby-Face Bias
39. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Good Continuation
Progressive Disclosure
Hick's Law
Hawthorne Effect
40. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Face- ism Ratio
Ockham's Razor
Mapping
41. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Most Average Facial Appearance Effect
Fitts' Law
Good Continuation
42. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Gutenberg Diagram
Uniform Connectedness
Top- Down Lighting Bias
Face- ism Ratio
43. Elements that are similar are perceived to be more related than elements that are dissimilar.
Life Cycle
Entry Point
Five Hat Racks
Similarity
44. A ratio within the elements of a form - such as height to width - approximating 0.618.
Demand Characteristics
Golden Ratio
Operant Conditioning
Serial Position Effects
45. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Constancy
Immersion
Operant Conditioning
Development Cycle
46. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Wayfinding
Common Fate
Constancy
Law of Pragnanz
47. As the flexiblity of a system increases - its usability decreases.
Baby-Face Bias
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Fitts' Law
48. Pictures are remembered better than words.
Fitts' Law
Framing
Picture Superiority Effect
Maslow's Hierarchy of Needs
49. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Threat detection
Serial Position Effects
Figure-Ground Relationship
Placebo effect
50. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Operant Conditioning
Forgiveness
Serial Position Effects