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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. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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2. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Figure-Ground Relationship
Factor of Safety
Performance vs. Preference
Form Follows Function
3. The usability of a system is improved when similar parts are expressed in similar ways.
Readability
Cognitive Dissonance
Consistency
Control
4. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Law of Pragnanz
Ockham's Razor
Convergence
5. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Waist to Hip Ratio
Mnemonic Device
Feedback Loop
Uniform Connectedness
6. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Affordance
Life Cycle
80/20 Rule
7. 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.
Threat detection
Shaping
Control
Savanna Preference
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Immersion
Highlighting
Hierarchy of Needs (Design)
Performance Load
9. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Defensible Space
Alignment
Interference Effects
Top- Down Lighting Bias
10. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
80/20 Rule
Attractiveness Bias
Gutenberg Diagram
Chunking
11. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Feedback Loop
Garbage In - Garbage Out
Expectation Effect
Entry Point
12. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Iconic Representation
Signal- to- Noise Ratio
Forgiveness
Scaling Fallacy
13. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Picture Superiority Effect
Maslow's Hierarchy of Needs
Life Cycle
Mimicry
14. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Factor of Safety
Rosenthal Effect
Prospect-Refuge
15. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Classical Conditioning
Three- Dimensional Projection
Demand Characteristics
Hierarchy of Needs (Design)
16. A property of visual equivalence among elements in a form.
Entry Point
Symmetry
Similarity
Performance Load
17. A process of repeating a set of operation until a specific result is achieved.
Iteration
Control
Waist to Hip Ratio
Constraint
18. 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
Constraint
Forgiveness
Weakest Link
19. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Golden Ratio
Law of Pragnanz
Weakest Link
Flexibility-Usability Tradeoff
20. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Signal- to- Noise Ratio
Rosenthal Effect
Figure-Ground Relationship
Storytelling
21. 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
Mimicry
Common Fate
Inverted Pyramid
80/20 Rule
22. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Similarity
Maslow's Hierarchy of Needs
Interference Effects
Mnemonic Device
23. The time it takes to make a decision increases as the number of alternatives increases.
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24. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Figure-Ground Relationship
Framing
Layering
Comparison
25. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Operant Conditioning
Storytelling
Performance Load
Iteration
26. Teachers treat students differently based on their expectations of how students will perform.
Storytelling
Rosenthal Effect
Normal Distribution
Five Hat Racks
27. The time required to move to a target is a function of the target size and distance to the target.
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28. 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.
Uncertainty Principle
Mapping
Hick's Law
Waist to Hip Ratio
29. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Chunking
Control
Shaping
30. The usability of a system is improved when its status and methods of use are clearly visible.
Readability
Immersion
Visibility
Forgiveness
31. An original model on which something is patterned
Common Fate
Shaping
Readability
Archetype
32. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Symmetry
Three- Dimensional Projection
Legibility
33. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Legibility
Fitts' Law
Uncertainty Principle
Consistency
34. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Archetype
Legibility
Uncertainty Principle
35. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Modularity
Symmetry
Savanna Preference
36. The tendency for people to perform better or worse based on the expectations of another.
Comparison
Redundancy
Pygmalion Effect
Top- Down Lighting Bias
37. 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.
Redundancy
80/20 Rule
Visibility
Consistency
38. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Demand Characteristics
Serial Position Effects
Shaping
39. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hawthorne Effect
Picture Superiority Effect
Depth of Processing
Most Average Facial Appearance Effect
40. A process in which similar characteristics evolve independently in multiple systems.
Similarity
Convergence
Readability
Framing
41. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Recognition over recall
Orientation Sensitivity
Halo Effect
Hawthorne Effect
42. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Five Hat Racks
Hierarchy of Needs (Design)
Layering
Legibility
43. 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.
Mimicry
80/20 Rule
Good Continuation
Satisficing
44. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Scaling Fallacy
45. A method of limiting the actions that can be performed on a system.
Similarity
Orientation Sensitivity
Symmetry
Constraint
46. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Normal Distribution
Feedback Loop
Prototyping
Serial Position Effects
47. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Three- Dimensional Projection
Legibility
Hierarchy of Needs (Design)
Factor of Safety
48. Pictures are remembered better than words.
Highlighting
Uncertainty Principle
Common Fate
Picture Superiority Effect
49. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Defensible Space
Wayfinding
Prospect-Refuge
Mnemonic Device
50. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Confirmation
Performance Load
Operant Conditioning
Signal- to- Noise Ratio