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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 tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Framing
Mnemonic Device
Alignment
2. Pictures are remembered better than words.
Affordance
Archetype
Picture Superiority Effect
Face- ism Ratio
3. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Top- Down Lighting Bias
Legibility
Form Follows Function
4. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Life Cycle
Affordance
Prospect-Refuge
Figure-Ground Relationship
5. The tendency for people to behave differently when they know they are being studied
Closure
Cost-Benefit
80/20 Rule
Hawthorne Effect
6. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Uniform Connectedness
Development Cycle
Attractiveness Bias
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.
Forgiveness
Highlighting
Uncertainty Principle
Three- Dimensional Projection
8. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Interference Effects
Hierarchy of Needs (Design)
Normal Distribution
Legibility
9. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Flexibility-Usability Tradeoff
Orientation Sensitivity
Law of Pragnanz
Forgiveness
10. 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)
Inverted Pyramid
Scaling Fallacy
Self- similarity
Maslow's Hierarchy of Needs
11. 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.
Mapping
Picture Superiority Effect
Prototyping
Development Cycle
12. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Self- similarity
Constraint
Inverted Pyramid
13. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Chunking
Threat detection
Maslow's Hierarchy of Needs
Depth of Processing
14. Elements that are similar are perceived to be more related than elements that are dissimilar.
Face- ism Ratio
Performance vs. Preference
Modularity
Similarity
15. 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
Orientation Sensitivity
Common Fate
Inverted Pyramid
Layering
16. The usability of a system is improved when its status and methods of use are clearly visible.
Halo Effect
Visibility
Consistency
Mapping
17. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Errors
Ockham's Razor
Convergence
18. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Signal- to- Noise Ratio
Entry Point
Prototyping
Depth of Processing
19. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Modularity
Threat detection
Mimicry
Symmetry
20. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Threat detection
Five Hat Racks
Scaling Fallacy
Readability
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Law of Pragnanz
Most Average Facial Appearance Effect
Progressive Disclosure
Alignment
22. A method of limiting the actions that can be performed on a system.
Symmetry
Mnemonic Device
Constraint
Rule of Thirds
23. A property in which a form is made up of parts similar to the whole or to one another.
Good Continuation
Von Restorff Effect
Self- similarity
Face- ism Ratio
24. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Convergence
Layering
Golden Ratio
Attractiveness Bias
25. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Garbage In - Garbage Out
Accessibility
Threat detection
Face- ism Ratio
26. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Cost-Benefit
Picture Superiority Effect
Visibility
Hierarchy
27. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Readability
Face- ism Ratio
Wayfinding
Interference Effects
28. 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.
Hierarchy of Needs (Design)
Wayfinding
Self- similarity
Hawthorne Effect
29. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Fitts' Law
Rule of Thirds
Savanna Preference
Normal Distribution
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Alignment
Orientation Sensitivity
Prospect-Refuge
Demand Characteristics
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Iconic Representation
Gutenberg Diagram
Legibility
Prototyping
32. 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
80/20 Rule
Convergence
Depth of Processing
33. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Savanna Preference
Constancy
Interference Effects
Von Restorff Effect
34. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Life Cycle
80/20 Rule
Closure
Entry Point
35. A ratio within the elements of a form - such as height to width - approximating 0.618.
Storytelling
Mapping
Golden Ratio
Rosenthal Effect
36. A technique for bringing attention to an area of text or image.
Highlighting
Chunking
80/20 Rule
Law of Pragnanz
37. The process of using spatial and environmental information to navigate to a destination.
Hierarchy of Needs (Design)
Control
Wayfinding
Framing
38. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Similarity
Most Average Facial Appearance Effect
Classical Conditioning
Von Restorff Effect
39. 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?)
Pygmalion Effect
Cost-Benefit
Law of Pragnanz
Rule of Thirds
40. 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.
Proximity
Savanna Preference
Halo Effect
Flexibility-Usability Tradeoff
41. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Common Fate
Iconic Representation
Gutenberg Diagram
Exposure Effect
42. Elements that are close together are percieved to be more related than elements that are farther apart.
Top- Down Lighting Bias
Legibility
Proximity
Entry Point
43. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Fibonacci Sequence
Inverted Pyramid
Signal- to- Noise Ratio
Uniform Connectedness
44. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Prospect-Refuge
Mimicry
Attractiveness Bias
Mental Model
45. A process of repeating a set of operation until a specific result is achieved.
Storytelling
Modularity
Picture Superiority Effect
Iteration
46. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Symmetry
Uniform Connectedness
Good Continuation
Defensible Space
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Wayfinding
Closure
Performance Load
Form Follows Function
48. A property of visual equivalence among elements in a form.
Symmetry
Storytelling
Self- similarity
Defensible Space
49. 80% of the effects generated by any large system are caused by 20% of the variables.
Uniform Connectedness
Maslow's Hierarchy of Needs
80/20 Rule
Classical Conditioning
50. A sequence of numbers in which each number is the sum of the preceding two.
Gutenberg Diagram
Satisficing
Fibonacci Sequence
Common Fate