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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 method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Signal- to- Noise Ratio
Mnemonic Device
Storytelling
Exposure Effect
2. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Good Continuation
Von Restorff Effect
Control
Prospect-Refuge
3. 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
Development Cycle
Baby-Face Bias
Mapping
4. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Exposure Effect
Halo Effect
Demand Characteristics
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Archetype
80/20 Rule
Legibility
Mental Model
6. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Control
Savanna Preference
Gutenberg Diagram
Demand Characteristics
7. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Progressive Disclosure
Form Follows Function
Law of Pragnanz
Hick's Law
8. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Face- ism Ratio
Baby-Face Bias
Mimicry
Recognition over recall
9. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Entry Point
Performance Load
Cognitive Dissonance
10. An action or ommission of action yielding an unintended result.
Demand Characteristics
Errors
Chunking
Satisficing
11. 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.
Alignment
Redundancy
Closure
Ockham's Razor
12. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Modularity
Uncertainty Principle
Fibonacci Sequence
Immersion
13. As the flexiblity of a system increases - its usability decreases.
Factor of Safety
Flexibility-Usability Tradeoff
Law of Pragnanz
Proximity
14. Elements that are close together are percieved to be more related than elements that are farther apart.
Law of Pragnanz
Proximity
Maslow's Hierarchy of Needs
Good Continuation
15. 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.
80/20 Rule
Cognitive Dissonance
Five Hat Racks
Savanna Preference
16. The process of using spatial and environmental information to navigate to a destination.
Form Follows Function
Placebo effect
Wayfinding
Framing
17. A technique for bringing attention to an area of text or image.
Scaling Fallacy
Highlighting
Expectation Effect
Uncertainty Principle
18. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Readability
Affordance
Accessibility
19. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Top- Down Lighting Bias
Normal Distribution
Defensible Space
Self- similarity
20. A property of visual equivalence among elements in a form.
Symmetry
Rosenthal Effect
Forgiveness
Defensible Space
21. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Fitts' Law
Golden Ratio
Baby-Face Bias
Life Cycle
22. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Readability
Rule of Thirds
Factor of Safety
23. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Threat detection
Control
Common Fate
Mapping
24. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Affordance
Forgiveness
Wayfinding
25. The quality of system output is dependent on the quality of system input.
Rule of Thirds
Hierarchy of Needs (Design)
Garbage In - Garbage Out
Inverted Pyramid
26. The time it takes to make a decision increases as the number of alternatives increases.
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27. 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
Ockham's Razor
Mapping
Factor of Safety
28. 80% of the effects generated by any large system are caused by 20% of the variables.
Affordance
Classical Conditioning
Picture Superiority Effect
80/20 Rule
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Convergence
Consistency
Factor of Safety
Satisficing
30. 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?)
Ockham's Razor
Cost-Benefit
80/20 Rule
Signal- to- Noise Ratio
31. A tendency to see objects and patterns as 3D when certain visual cues are present.
Figure-Ground Relationship
Three- Dimensional Projection
Proximity
Savanna Preference
32. 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
Entry Point
Interference Effects
Consistency
33. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Placebo effect
Expectation Effect
Von Restorff Effect
Cost-Benefit
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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35. 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
Performance Load
Accessibility
Hawthorne Effect
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Forgiveness
Satisficing
Consistency
37. 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
Symmetry
Expectation Effect
Wayfinding
38. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Feedback Loop
Rosenthal Effect
Signal- to- Noise Ratio
Attractiveness Bias
39. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Feedback Loop
Chunking
Symmetry
Face- ism Ratio
40. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Fibonacci Sequence
Structural Forms
Modularity
Picture Superiority Effect
41. The time required to move to a target is a function of the target size and distance to the target.
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42. People understand and interact with systems and environments based on mental representations developed from experience.
Feedback Loop
Face- ism Ratio
Mental Model
Life Cycle
43. The debgree to which prose can be understood - based on the complexity of words and sentences.
Savanna Preference
Hierarchy
Top- Down Lighting Bias
Readability
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Three- Dimensional Projection
Performance Load
Storytelling
Rosenthal Effect
45. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Development Cycle
Defensible Space
Prospect-Refuge
46. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Modularity
Weakest Link
Uncertainty Principle
Confirmation
47. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Threat detection
Uniform Connectedness
Cognitive Dissonance
80/20 Rule
48. 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
Defensible Space
Depth of Processing
Common Fate
Cost-Benefit
49. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Uncertainty Principle
Face- ism Ratio
Halo Effect
Waist to Hip Ratio
50. 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.
Cost-Benefit
Interference Effects
Good Continuation
Highlighting