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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. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Signal- to- Noise Ratio
Wayfinding
Cost-Benefit
Halo Effect
2. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Mapping
Pygmalion Effect
Layering
Hierarchy
3. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
80/20 Rule
Storytelling
Readability
Immersion
4. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Picture Superiority Effect
Form Follows Function
5. A property in which a form is made up of parts similar to the whole or to one another.
Factor of Safety
Fibonacci Sequence
Self- similarity
Entry Point
6. 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.
Golden Ratio
Feedback Loop
Accessibility
Structural Forms
7. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Hick's Law
Life Cycle
Normal Distribution
Mental Model
8. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Performance Load
Three- Dimensional Projection
Development Cycle
Prototyping
9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Alignment
Most Average Facial Appearance Effect
Confirmation
Cognitive Dissonance
10. A property of visual equivalence among elements in a form.
Halo Effect
Symmetry
Five Hat Racks
Common Fate
11. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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12. The time required to move to a target is a function of the target size and distance to the target.
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13. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Structural Forms
Weakest Link
Gutenberg Diagram
Prospect-Refuge
14. 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.
Cognitive Dissonance
Closure
Good Continuation
Most Average Facial Appearance Effect
15. Elements that are similar are perceived to be more related than elements that are dissimilar.
Chunking
Mnemonic Device
Similarity
Five Hat Racks
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Flexibility-Usability Tradeoff
Constancy
Interference Effects
Exposure Effect
17. An action or ommission of action yielding an unintended result.
Alignment
Archetype
Prototyping
Errors
18. An attribute of an object that allows people to intuitively know how to use it
Archetype
Affordance
Fibonacci Sequence
Performance Load
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Symmetry
Mental Model
Self- similarity
20. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Iteration
Mapping
Figure-Ground Relationship
Storytelling
21. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Mnemonic Device
Development Cycle
Rosenthal Effect
22. 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)
Figure-Ground Relationship
Legibility
Constraint
23. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Cost-Benefit
Scaling Fallacy
Uniform Connectedness
Comparison
24. The time it takes to make a decision increases as the number of alternatives increases.
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25. 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.
Structural Forms
Savanna Preference
Prospect-Refuge
Threat detection
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Waist to Hip Ratio
Framing
Mnemonic Device
Operant Conditioning
27. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Normal Distribution
Constancy
Entry Point
Layering
28. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Expectation Effect
Fibonacci Sequence
Uniform Connectedness
29. The process of using spatial and environmental information to navigate to a destination.
Modularity
Hawthorne Effect
Control
Wayfinding
30. The usability of a system is improved when similar parts are expressed in similar ways.
Proximity
Consistency
Five Hat Racks
Storytelling
31. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Rosenthal Effect
Forgiveness
Ockham's Razor
Confirmation
32. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Recognition over recall
Self- similarity
Immersion
Depth of Processing
33. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Picture Superiority Effect
Symmetry
Baby-Face Bias
34. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
80/20 Rule
Errors
Comparison
Symmetry
35. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Law of Pragnanz
Visibility
Uncertainty Principle
Control
36. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Form Follows Function
Signal- to- Noise Ratio
Common Fate
37. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Consistency
Accessibility
Shaping
Prospect-Refuge
38. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Iteration
Garbage In - Garbage Out
Good Continuation
39. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Iteration
Normal Distribution
Archetype
Placebo effect
40. 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?)
Rule of Thirds
Accessibility
Face- ism Ratio
Cost-Benefit
41. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Hawthorne Effect
Legibility
Chunking
Most Average Facial Appearance Effect
42. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Framing
Life Cycle
Constraint
43. The use of pictorial images to improve the recognition and recall of signs and controls.
Shaping
Gutenberg Diagram
Normal Distribution
Iconic Representation
44. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Consistency
80/20 Rule
Structural Forms
Signal- to- Noise Ratio
45. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Serial Position Effects
Mimicry
Top- Down Lighting Bias
Gutenberg Diagram
46. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Shaping
Attractiveness Bias
Redundancy
Proximity
47. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Weakest Link
Von Restorff Effect
Garbage In - Garbage Out
Layering
48. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Ockham's Razor
Framing
Control
Weakest Link
49. 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.
Rule of Thirds
Consistency
Serial Position Effects
Alignment
50. People understand and interact with systems and environments based on mental representations developed from experience.
Garbage In - Garbage Out
Comparison
Factor of Safety
Mental Model