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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. Elements that are close together are percieved to be more related than elements that are farther apart.
Prospect-Refuge
Constraint
Proximity
Normal Distribution
2. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Inverted Pyramid
Self- similarity
Feedback Loop
3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Operant Conditioning
Satisficing
Similarity
4. The time required to move to a target is a function of the target size and distance to the target.
5. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Maslow's Hierarchy of Needs
Iteration
Prospect-Refuge
Confirmation
6. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Serial Position Effects
Orientation Sensitivity
Waist to Hip Ratio
7. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Von Restorff Effect
Normal Distribution
Depth of Processing
Uncertainty Principle
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Convergence
Progressive Disclosure
Hick's Law
9. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Redundancy
Comparison
Progressive Disclosure
Expectation Effect
10. A process in which similar characteristics evolve independently in multiple systems.
Chunking
Control
Convergence
Structural Forms
11. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Framing
Progressive Disclosure
Proximity
Von Restorff Effect
12. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Law of Pragnanz
Savanna Preference
Chunking
Depth of Processing
13. A method of limiting the actions that can be performed on a system.
Waist to Hip Ratio
Constraint
Operant Conditioning
Symmetry
14. People understand and interact with systems and environments based on mental representations developed from experience.
Self- similarity
Iteration
Mental Model
Similarity
15. 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
Errors
Gutenberg Diagram
Classical Conditioning
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Garbage In - Garbage Out
Readability
Layering
Symmetry
17. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Immersion
Form Follows Function
Legibility
Performance Load
18. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Mnemonic Device
Confirmation
Satisficing
19. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Fitts' Law
Chunking
Wayfinding
Most Average Facial Appearance Effect
20. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Shaping
Layering
Consistency
Serial Position Effects
21. Given a choice between functionally equivalent designs - the simplest design should be selected.
22. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Ockham's Razor
Hawthorne Effect
Common Fate
23. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Recognition over recall
Hawthorne Effect
Inverted Pyramid
24. The tendency for people to behave differently when they know they are being studied
Entry Point
Hawthorne Effect
Convergence
Recognition over recall
25. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Cognitive Dissonance
Ockham's Razor
Classical Conditioning
Factor of Safety
26. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Entry Point
Classical Conditioning
Life Cycle
Alignment
27. An attribute of an object that allows people to intuitively know how to use it
Baby-Face Bias
Five Hat Racks
Affordance
Accessibility
28. The time it takes to make a decision increases as the number of alternatives increases.
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Expectation Effect
Rosenthal Effect
Framing
Normal Distribution
30. Pictures are remembered better than words.
Orientation Sensitivity
Chunking
Picture Superiority Effect
Proximity
31. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Legibility
Recognition over recall
Maslow's Hierarchy of Needs
Mnemonic Device
32. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Flexibility-Usability Tradeoff
Performance Load
Orientation Sensitivity
Cognitive Dissonance
33. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Flexibility-Usability Tradeoff
Prototyping
Gutenberg Diagram
Maslow's Hierarchy of Needs
34. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Interference Effects
Demand Characteristics
Top- Down Lighting Bias
35. 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
Entry Point
Placebo effect
Uniform Connectedness
36. A technique for bringing attention to an area of text or image.
Storytelling
Prospect-Refuge
Highlighting
Normal Distribution
37. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Inverted Pyramid
Normal Distribution
Maslow's Hierarchy of Needs
Exposure Effect
38. A process of repeating a set of operation until a specific result is achieved.
Picture Superiority Effect
Iteration
Figure-Ground Relationship
Three- Dimensional Projection
39. 80% of the effects generated by any large system are caused by 20% of the variables.
Feedback Loop
Layering
Forgiveness
80/20 Rule
40. A ratio within the elements of a form - such as height to width - approximating 0.618.
Performance vs. Preference
Mimicry
Golden Ratio
Inverted Pyramid
41. As the flexiblity of a system increases - its usability decreases.
Performance vs. Preference
Exposure Effect
Flexibility-Usability Tradeoff
Recognition over recall
42. 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)
Fitts' Law
Scaling Fallacy
Constancy
Classical Conditioning
43. 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.
Mental Model
Good Continuation
Picture Superiority Effect
Serial Position Effects
44. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Constraint
Alignment
Feedback Loop
45. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Attractiveness Bias
Chunking
Uniform Connectedness
Confirmation
46. 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.)
Hierarchy of Needs (Design)
Layering
Symmetry
Expectation Effect
47. 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.
Savanna Preference
Exposure Effect
Hawthorne Effect
Hick's Law
48. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hawthorne Effect
Inverted Pyramid
Forgiveness
Most Average Facial Appearance Effect
49. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Wayfinding
Gutenberg Diagram
Law of Pragnanz
Defensible Space
50. 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
Confirmation
Hierarchy of Needs (Design)
Expectation Effect