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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 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)
Progressive Disclosure
Prototyping
Convergence
Scaling Fallacy
2. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Layering
Hierarchy of Needs (Design)
Golden Ratio
3. An attribute of an object that allows people to intuitively know how to use it
Demand Characteristics
Affordance
Constraint
Mental Model
4. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Fibonacci Sequence
Hawthorne Effect
Confirmation
Form Follows Function
5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Pygmalion Effect
Similarity
Interference Effects
Waist to Hip Ratio
6. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Satisficing
Immersion
Control
Demand Characteristics
7. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Forgiveness
Alignment
Feedback Loop
Redundancy
8. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Weakest Link
Performance Load
Interference Effects
9. Elements that are close together are percieved to be more related than elements that are farther apart.
Signal- to- Noise Ratio
Archetype
Proximity
Orientation Sensitivity
10. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Pygmalion Effect
Common Fate
Legibility
Waist to Hip Ratio
11. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Maslow's Hierarchy of Needs
Five Hat Racks
Signal- to- Noise Ratio
Gutenberg Diagram
12. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Affordance
Depth of Processing
Uniform Connectedness
Gutenberg Diagram
13. A property of visual equivalence among elements in a form.
Placebo effect
Symmetry
Comparison
Attractiveness Bias
14. 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?)
Modularity
Mimicry
Cost-Benefit
Alignment
15. A process in which similar characteristics evolve independently in multiple systems.
Structural Forms
Forgiveness
Convergence
Consistency
16. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Face- ism Ratio
Cost-Benefit
Hierarchy
Redundancy
17. 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.
Hick's Law
Redundancy
Threat detection
Modularity
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Mental Model
Operant Conditioning
Shaping
19. A method of limiting the actions that can be performed on a system.
Ockham's Razor
Constraint
Modularity
Face- ism Ratio
20. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Weakest Link
Performance Load
Baby-Face Bias
Mapping
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Control
Structural Forms
Form Follows Function
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Threat detection
Closure
Face- ism Ratio
Structural Forms
23. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Development Cycle
Alignment
Iteration
Attractiveness Bias
24. 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
Halo Effect
Normal Distribution
Top- Down Lighting Bias
25. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Figure-Ground Relationship
Recognition over recall
Rule of Thirds
26. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Five Hat Racks
Classical Conditioning
Iteration
Defensible Space
27. Given a choice between functionally equivalent designs - the simplest design should be selected.
28. The time required to move to a target is a function of the target size and distance to the target.
29. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Forgiveness
Errors
Weakest Link
30. People understand and interact with systems and environments based on mental representations developed from experience.
Cost-Benefit
Life Cycle
Mental Model
Wayfinding
31. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Iteration
Prospect-Refuge
Cognitive Dissonance
Common Fate
32. The tendency for people to perform better or worse based on the expectations of another.
Control
Pygmalion Effect
Iconic Representation
Placebo effect
33. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Five Hat Racks
Von Restorff Effect
Expectation Effect
Fitts' Law
34. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Picture Superiority Effect
Inverted Pyramid
Fitts' Law
Symmetry
35. 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.
Gutenberg Diagram
Hawthorne Effect
Good Continuation
Fitts' Law
36. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Good Continuation
Fibonacci Sequence
Top- Down Lighting Bias
37. An original model on which something is patterned
Archetype
Flexibility-Usability Tradeoff
Development Cycle
Scaling Fallacy
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Pygmalion Effect
Inverted Pyramid
Three- Dimensional Projection
Satisficing
39. The usability of a system is improved when similar parts are expressed in similar ways.
Exposure Effect
Prospect-Refuge
Consistency
Progressive Disclosure
40. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Most Average Facial Appearance Effect
Law of Pragnanz
Highlighting
Performance Load
41. The relative ease with which a destination - idea - or concept may be reached.
Affordance
Accessibility
Cost-Benefit
Top- Down Lighting Bias
42. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Cost-Benefit
Confirmation
Demand Characteristics
43. 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
Expectation Effect
Iteration
Highlighting
44. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Hierarchy
Control
Cost-Benefit
Figure-Ground Relationship
45. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Errors
Life Cycle
Defensible Space
46. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Common Fate
Modularity
Archetype
Form Follows Function
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.
Depth of Processing
Rule of Thirds
Good Continuation
Savanna Preference
48. 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.
Feedback Loop
Similarity
Uniform Connectedness
Forgiveness
49. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Figure-Ground Relationship
Mnemonic Device
Hick's Law
50. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Accessibility
Signal- to- Noise Ratio
Fibonacci Sequence
Constancy