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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. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Performance vs. Preference
Storytelling
Performance Load
2. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Proximity
Savanna Preference
Gutenberg Diagram
3. An action or ommission of action yielding an unintended result.
Baby-Face Bias
Factor of Safety
Errors
Demand Characteristics
4. 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
Readability
Factor of Safety
Form Follows Function
5. The time required to move to a target is a function of the target size and distance to the target.
6. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Ockham's Razor
Layering
Interference Effects
Scaling Fallacy
7. An original model on which something is patterned
Convergence
Cognitive Dissonance
Mapping
Archetype
8. The use of pictorial images to improve the recognition and recall of signs and controls.
Hierarchy of Needs (Design)
Iconic Representation
Cognitive Dissonance
Readability
9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Rosenthal Effect
Prospect-Refuge
Chunking
10. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Layering
Development Cycle
Top- Down Lighting Bias
11. 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.
Cost-Benefit
Feedback Loop
Constraint
Defensible Space
12. A technique for bringing attention to an area of text or image.
Waist to Hip Ratio
Highlighting
Hierarchy
Chunking
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Garbage In - Garbage Out
Framing
Life Cycle
Performance Load
14. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Shaping
Mimicry
Serial Position Effects
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Convergence
Fibonacci Sequence
Common Fate
16. The quality of system output is dependent on the quality of system input.
Visibility
Von Restorff Effect
Three- Dimensional Projection
Garbage In - Garbage Out
17. 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.
Garbage In - Garbage Out
Highlighting
Symmetry
Mapping
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Uniform Connectedness
Layering
Uncertainty Principle
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Halo Effect
Prototyping
Defensible Space
Closure
20. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Similarity
Progressive Disclosure
Defensible Space
Uniform Connectedness
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Entry Point
Similarity
Constancy
22. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Golden Ratio
Placebo effect
Wayfinding
23. 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.
Highlighting
Good Continuation
Figure-Ground Relationship
Most Average Facial Appearance Effect
24. 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.
Gutenberg Diagram
Form Follows Function
Hierarchy of Needs (Design)
Rule of Thirds
25. The time it takes to make a decision increases as the number of alternatives increases.
26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Scaling Fallacy
Control
Flexibility-Usability Tradeoff
27. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Redundancy
Weakest Link
Face- ism Ratio
Fibonacci Sequence
28. A ratio within the elements of a form - such as height to width - approximating 0.618.
Scaling Fallacy
Golden Ratio
Flexibility-Usability Tradeoff
Inverted Pyramid
29. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Waist to Hip Ratio
Fibonacci Sequence
Recognition over recall
30. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
80/20 Rule
Rule of Thirds
Weakest Link
Satisficing
31. 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.
Recognition over recall
Hawthorne Effect
Legibility
Redundancy
32. The process of using spatial and environmental information to navigate to a destination.
Prototyping
Wayfinding
Mimicry
Hierarchy
33. 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
Waist to Hip Ratio
Consistency
Ockham's Razor
34. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Top- Down Lighting Bias
Rule of Thirds
Flexibility-Usability Tradeoff
35. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Classical Conditioning
Most Average Facial Appearance Effect
Modularity
Interference Effects
36. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Self- similarity
Orientation Sensitivity
Depth of Processing
Hierarchy of Needs (Design)
37. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Development Cycle
Performance vs. Preference
Signal- to- Noise Ratio
Cognitive Dissonance
38. The relative ease with which a destination - idea - or concept may be reached.
Orientation Sensitivity
Signal- to- Noise Ratio
Iconic Representation
Accessibility
39. A process in which similar characteristics evolve independently in multiple systems.
Pygmalion Effect
Convergence
Hierarchy
Serial Position Effects
40. A tendency to see objects and patterns as 3D when certain visual cues are present.
Recognition over recall
Three- Dimensional Projection
Normal Distribution
Factor of Safety
41. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Attractiveness Bias
Entry Point
Comparison
Gutenberg Diagram
42. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Control
Life Cycle
Storytelling
Waist to Hip Ratio
43. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Picture Superiority Effect
Performance vs. Preference
Fibonacci Sequence
Prospect-Refuge
44. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Visibility
Garbage In - Garbage Out
Mapping
45. 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.
Highlighting
Signal- to- Noise Ratio
Serial Position Effects
Storytelling
46. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Von Restorff Effect
Layering
Form Follows Function
Errors
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Prototyping
Performance Load
Baby-Face Bias
Most Average Facial Appearance Effect
48. 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)
Uncertainty Principle
Exposure Effect
Scaling Fallacy
Fibonacci Sequence
49. A process of repeating a set of operation until a specific result is achieved.
Iteration
Ockham's Razor
Top- Down Lighting Bias
Life Cycle
50. Patients experience treatment effects based on their belief that a treatment will work.
Uncertainty Principle
Layering
Chunking
Placebo effect