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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. Given a choice between functionally equivalent designs - the simplest design should be selected.
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2. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Performance Load
Chunking
Confirmation
Baby-Face Bias
3. 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.
Mnemonic Device
Life Cycle
Good Continuation
Wayfinding
4. The relative ease with which a destination - idea - or concept may be reached.
Progressive Disclosure
Accessibility
Mental Model
Cost-Benefit
5. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Defensible Space
Scaling Fallacy
Top- Down Lighting Bias
Wayfinding
6. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Rule of Thirds
Pygmalion Effect
Hierarchy of Needs (Design)
7. An attribute of an object that allows people to intuitively know how to use it
Control
Classical Conditioning
Highlighting
Affordance
8. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Performance vs. Preference
Mapping
Cognitive Dissonance
9. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Law of Pragnanz
Life Cycle
Exposure Effect
Modularity
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.
Five Hat Racks
Law of Pragnanz
Mapping
Top- Down Lighting Bias
11. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Ockham's Razor
Alignment
Most Average Facial Appearance Effect
Expectation Effect
12. A process of repeating a set of operation until a specific result is achieved.
Similarity
Prototyping
Ockham's Razor
Iteration
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Constancy
Framing
Closure
80/20 Rule
14. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Forgiveness
Legibility
Most Average Facial Appearance Effect
Golden Ratio
15. The tendency for people to behave differently when they know they are being studied
Picture Superiority Effect
Chunking
Hawthorne Effect
Similarity
16. 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)
Consistency
Framing
Layering
Scaling Fallacy
17. The use of pictorial images to improve the recognition and recall of signs and controls.
Form Follows Function
Hick's Law
Iconic Representation
Closure
18. Elements that are close together are percieved to be more related than elements that are farther apart.
Gutenberg Diagram
Modularity
Proximity
Signal- to- Noise Ratio
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Operant Conditioning
Similarity
Structural Forms
Attractiveness Bias
20. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Comparison
Signal- to- Noise Ratio
Orientation Sensitivity
Threat detection
21. 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.
Gutenberg Diagram
Prospect-Refuge
Good Continuation
Serial Position Effects
22. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Chunking
Factor of Safety
Fitts' Law
Framing
23. An action or ommission of action yielding an unintended result.
Defensible Space
Confirmation
Errors
Factor of Safety
24. The process of using spatial and environmental information to navigate to a destination.
Von Restorff Effect
Wayfinding
Archetype
Rosenthal Effect
25. The usability of a system is improved when similar parts are expressed in similar ways.
Hierarchy
Prospect-Refuge
Consistency
Halo Effect
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.
Chunking
Consistency
Iteration
Most Average Facial Appearance Effect
27. A property of visual equivalence among elements in a form.
Gutenberg Diagram
Symmetry
Law of Pragnanz
Savanna Preference
28. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Attractiveness Bias
Framing
Scaling Fallacy
Figure-Ground Relationship
29. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Constancy
Defensible Space
Form Follows Function
30. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Cost-Benefit
Wayfinding
Fitts' Law
31. A tendency to see objects and patterns as 3D when certain visual cues are present.
Performance vs. Preference
Mnemonic Device
Three- Dimensional Projection
Garbage In - Garbage Out
32. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Mapping
Classical Conditioning
Entry Point
Attractiveness Bias
33. A property in which a form is made up of parts similar to the whole or to one another.
Structural Forms
Law of Pragnanz
Self- similarity
Readability
34. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Archetype
Halo Effect
Rosenthal Effect
35. The time required to move to a target is a function of the target size and distance to the target.
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36. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Fitts' Law
Normal Distribution
Interference Effects
37. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hierarchy of Needs (Design)
Mnemonic Device
Common Fate
Forgiveness
38. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Form Follows Function
Forgiveness
Development Cycle
39. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Baby-Face Bias
Ockham's Razor
Rule of Thirds
Garbage In - Garbage Out
40. An original model on which something is patterned
Constancy
Demand Characteristics
Serial Position Effects
Archetype
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Development Cycle
Maslow's Hierarchy of Needs
Proximity
42. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Immersion
Framing
Most Average Facial Appearance Effect
Progressive Disclosure
43. A process in which similar characteristics evolve independently in multiple systems.
Archetype
Weakest Link
Constraint
Convergence
44. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Inverted Pyramid
Prospect-Refuge
Good Continuation
45. Patients experience treatment effects based on their belief that a treatment will work.
Chunking
Placebo effect
Fitts' Law
Iteration
46. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Legibility
Hick's Law
Halo Effect
Form Follows Function
47. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Readability
Law of Pragnanz
Layering
Demand Characteristics
48. 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.
Prospect-Refuge
Savanna Preference
Alignment
Interference Effects
49. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Hierarchy
Constraint
Face- ism Ratio
Three- Dimensional Projection
50. 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.
Shaping
80/20 Rule
Hierarchy of Needs (Design)
Satisficing