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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 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.
Development Cycle
Good Continuation
Recognition over recall
Ockham's Razor
2. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Layering
Mnemonic Device
Similarity
3. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Control
Mapping
Satisficing
4. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Affordance
Halo Effect
Iteration
5. 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?)
Cost-Benefit
Factor of Safety
Classical Conditioning
Maslow's Hierarchy of Needs
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Weakest Link
Rosenthal Effect
Proximity
7. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Face- ism Ratio
Prospect-Refuge
Development Cycle
Weakest Link
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Highlighting
Placebo effect
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
9. 80% of the effects generated by any large system are caused by 20% of the variables.
Rosenthal Effect
Symmetry
Errors
80/20 Rule
10. 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.)
Halo Effect
Ockham's Razor
Readability
Expectation Effect
11. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Baby-Face Bias
Errors
Uncertainty Principle
Mental Model
12. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Exposure Effect
Normal Distribution
Mnemonic Device
Legibility
13. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Three- Dimensional Projection
Performance vs. Preference
Normal Distribution
Modularity
14. Elements that are close together are percieved to be more related than elements that are farther apart.
Layering
Affordance
Proximity
Threat detection
15. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Five Hat Racks
Prototyping
Defensible Space
Performance Load
16. 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.
Progressive Disclosure
Waist to Hip Ratio
Storytelling
Mnemonic Device
17. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Redundancy
Most Average Facial Appearance Effect
Satisficing
18. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Three- Dimensional Projection
Visibility
Inverted Pyramid
Life Cycle
19. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Golden Ratio
Layering
Exposure Effect
Ockham's Razor
20. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Waist to Hip Ratio
Comparison
Rosenthal Effect
Hawthorne Effect
21. The time required to move to a target is a function of the target size and distance to the target.
22. 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)
Hierarchy
Life Cycle
Expectation Effect
Scaling Fallacy
23. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prototyping
Development Cycle
Operant Conditioning
Halo Effect
24. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Waist to Hip Ratio
Factor of Safety
Shaping
25. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Interference Effects
Similarity
Demand Characteristics
Closure
26. A tendency to see objects and patterns as 3D when certain visual cues are present.
Defensible Space
Structural Forms
Three- Dimensional Projection
Rule of Thirds
27. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cognitive Dissonance
Proximity
Rule of Thirds
Affordance
28. A technique for bringing attention to an area of text or image.
Law of Pragnanz
Proximity
Symmetry
Highlighting
29. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Recognition over recall
Scaling Fallacy
Interference Effects
Factor of Safety
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
31. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Symmetry
Satisficing
Factor of Safety
Operant Conditioning
32. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Waist to Hip Ratio
Archetype
Hierarchy of Needs (Design)
33. An original model on which something is patterned
Forgiveness
Archetype
Hawthorne Effect
Constraint
34. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Placebo effect
Mapping
Layering
35. 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.
Gutenberg Diagram
Interference Effects
Mapping
Inverted Pyramid
36. 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.
Golden Ratio
Cost-Benefit
Garbage In - Garbage Out
Redundancy
37. An attribute of an object that allows people to intuitively know how to use it
Development Cycle
Convergence
80/20 Rule
Affordance
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Progressive Disclosure
Entry Point
Satisficing
Three- Dimensional Projection
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Iconic Representation
Baby-Face Bias
Mnemonic Device
Prototyping
40. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Fitts' Law
Attractiveness Bias
Modularity
Face- ism Ratio
41. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Comparison
Performance vs. Preference
Inverted Pyramid
Satisficing
42. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Constraint
Common Fate
Normal Distribution
Modularity
43. A ratio within the elements of a form - such as height to width - approximating 0.618.
Fitts' Law
Picture Superiority Effect
Weakest Link
Golden Ratio
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Inverted Pyramid
Modularity
Redundancy
Wayfinding
45. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Weakest Link
Waist to Hip Ratio
Storytelling
46. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Archetype
Control
Accessibility
Constancy
47. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Signal- to- Noise Ratio
Control
Five Hat Racks
Waist to Hip Ratio
48. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Common Fate
Normal Distribution
Hierarchy
49. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Structural Forms
Proximity
Exposure Effect
Most Average Facial Appearance Effect
50. A property of visual equivalence among elements in a form.
Feedback Loop
Symmetry
80/20 Rule
Flexibility-Usability Tradeoff