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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 ratio within the elements of a form - such as height to width - approximating 0.618.
Hawthorne Effect
Archetype
Shaping
Golden Ratio
2. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Iconic Representation
Performance Load
Readability
Form Follows Function
3. The time it takes to make a decision increases as the number of alternatives increases.
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4. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Constancy
Inverted Pyramid
Interference Effects
Most Average Facial Appearance Effect
5. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Fitts' Law
Feedback Loop
Depth of Processing
6. An attribute of an object that allows people to intuitively know how to use it
Modularity
Affordance
Archetype
Uncertainty Principle
7. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Accessibility
Fibonacci Sequence
Depth of Processing
Rule of Thirds
8. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Savanna Preference
Signal- to- Noise Ratio
Top- Down Lighting Bias
Picture Superiority Effect
9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Storytelling
Most Average Facial Appearance Effect
Cost-Benefit
Immersion
10. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Top- Down Lighting Bias
Legibility
Baby-Face Bias
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Performance vs. Preference
Gutenberg Diagram
Threat detection
Forgiveness
12. The usability of a system is improved when its status and methods of use are clearly visible.
Face- ism Ratio
Entry Point
Visibility
Performance vs. Preference
13. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Constancy
Recognition over recall
Closure
Rule of Thirds
14. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Inverted Pyramid
Feedback Loop
Life Cycle
Recognition over recall
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Good Continuation
Inverted Pyramid
Convergence
Classical Conditioning
16. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Classical Conditioning
Performance vs. Preference
Exposure Effect
Baby-Face Bias
17. The tendency for people to behave differently when they know they are being studied
Mental Model
Pygmalion Effect
Inverted Pyramid
Hawthorne Effect
18. A property of visual equivalence among elements in a form.
Serial Position Effects
Baby-Face Bias
Flexibility-Usability Tradeoff
Symmetry
19. The time required to move to a target is a function of the target size and distance to the target.
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20. 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.
Defensible Space
Proximity
Ockham's Razor
Hierarchy of Needs (Design)
21. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Fitts' Law
Figure-Ground Relationship
Savanna Preference
22. As the flexiblity of a system increases - its usability decreases.
Satisficing
Immersion
Threat detection
Flexibility-Usability Tradeoff
23. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Entry Point
Five Hat Racks
Life Cycle
Factor of Safety
24. A process of repeating a set of operation until a specific result is achieved.
Iteration
Archetype
Classical Conditioning
Symmetry
25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uniform Connectedness
Immersion
Attractiveness Bias
Performance Load
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Self- similarity
Confirmation
Archetype
27. Elements that are close together are percieved to be more related than elements that are farther apart.
Top- Down Lighting Bias
Chunking
Recognition over recall
Proximity
28. 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
Mental Model
Performance Load
Performance vs. Preference
29. 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
Cognitive Dissonance
Garbage In - Garbage Out
Forgiveness
30. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Serial Position Effects
Flexibility-Usability Tradeoff
Errors
31. 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)
Readability
Scaling Fallacy
Modularity
Affordance
32. A method of limiting the actions that can be performed on a system.
Figure-Ground Relationship
Constancy
Mapping
Constraint
33. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Good Continuation
Accessibility
Shaping
Archetype
34. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Law of Pragnanz
Storytelling
Savanna Preference
35. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Structural Forms
Immersion
Operant Conditioning
Mimicry
36. Given a choice between functionally equivalent designs - the simplest design should be selected.
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37. A technique that influences decision making and judgement by manipulating the way information is presented.
Progressive Disclosure
Development Cycle
Five Hat Racks
Framing
38. People understand and interact with systems and environments based on mental representations developed from experience.
Savanna Preference
Performance vs. Preference
Mental Model
Legibility
39. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Prototyping
Picture Superiority Effect
Layering
Immersion
40. 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.
Good Continuation
Modularity
Threat detection
Mapping
41. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Shaping
Five Hat Racks
Uniform Connectedness
Self- similarity
42. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hawthorne Effect
Hierarchy of Needs (Design)
Performance vs. Preference
Control
43. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Performance vs. Preference
Operant Conditioning
Halo Effect
Satisficing
44. Patients experience treatment effects based on their belief that a treatment will work.
Pygmalion Effect
Hick's Law
Placebo effect
Modularity
45. The quality of system output is dependent on the quality of system input.
Expectation Effect
Errors
Garbage In - Garbage Out
Mapping
46. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Uncertainty Principle
Forgiveness
Baby-Face Bias
Archetype
47. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Development Cycle
Legibility
Framing
Law of Pragnanz
48. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Archetype
Hawthorne Effect
Legibility
Savanna Preference
49. 80% of the effects generated by any large system are caused by 20% of the variables.
Most Average Facial Appearance Effect
Rule of Thirds
Law of Pragnanz
80/20 Rule
50. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Forgiveness
Similarity
Golden Ratio
Hierarchy