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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. An action or ommission of action yielding an unintended result.
Weakest Link
Garbage In - Garbage Out
Highlighting
Errors
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Structural Forms
Weakest Link
Figure-Ground Relationship
Ockham's Razor
3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Feedback Loop
Legibility
Self- similarity
Cognitive Dissonance
4. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Archetype
Legibility
Defensible Space
Shaping
5. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Hierarchy of Needs (Design)
Symmetry
Structural Forms
Orientation Sensitivity
6. The usability of a system is improved when its status and methods of use are clearly visible.
Golden Ratio
Hierarchy
Visibility
Good Continuation
7. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Feedback Loop
Inverted Pyramid
Orientation Sensitivity
Control
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Modularity
Five Hat Racks
Hierarchy of Needs (Design)
9. A sequence of numbers in which each number is the sum of the preceding two.
Performance Load
Fibonacci Sequence
Chunking
Threat detection
10. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Symmetry
Cost-Benefit
Inverted Pyramid
Control
11. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Halo Effect
80/20 Rule
Forgiveness
Prospect-Refuge
12. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Waist to Hip Ratio
Halo Effect
Three- Dimensional Projection
Ockham's Razor
13. The debgree to which prose can be understood - based on the complexity of words and sentences.
Archetype
Mnemonic Device
Alignment
Readability
14. People understand and interact with systems and environments based on mental representations developed from experience.
Placebo effect
Savanna Preference
Mental Model
Expectation Effect
15. Elements that are similar are perceived to be more related than elements that are dissimilar.
Top- Down Lighting Bias
Normal Distribution
Similarity
Expectation Effect
16. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Mnemonic Device
Self- similarity
Layering
17. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Mapping
Errors
Mimicry
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Legibility
Iconic Representation
Classical Conditioning
19. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Performance vs. Preference
Mnemonic Device
Flexibility-Usability Tradeoff
20. 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.
Attractiveness Bias
Hierarchy of Needs (Design)
Feedback Loop
Alignment
21. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Framing
Accessibility
Fibonacci Sequence
22. A tendency to see objects and patterns as 3D when certain visual cues are present.
Garbage In - Garbage Out
Form Follows Function
80/20 Rule
Three- Dimensional Projection
23. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Consistency
Weakest Link
Inverted Pyramid
24. An original model on which something is patterned
Law of Pragnanz
Legibility
Constancy
Archetype
25. 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
Accessibility
Common Fate
Performance vs. Preference
26. Successful products typically follow four stages of creation: requirements - design - development - and testing.
80/20 Rule
Development Cycle
Performance Load
Closure
27. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Fitts' Law
Development Cycle
Signal- to- Noise Ratio
Hick's Law
28. Memory for recognizing things is better than memory for recalling things.
Similarity
Recognition over recall
Performance vs. Preference
Placebo effect
29. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
80/20 Rule
Affordance
Most Average Facial Appearance Effect
Five Hat Racks
30. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Hick's Law
Rosenthal Effect
Readability
31. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Hierarchy of Needs (Design)
Cognitive Dissonance
Top- Down Lighting Bias
Archetype
32. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Savanna Preference
Maslow's Hierarchy of Needs
Highlighting
Gutenberg Diagram
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Storytelling
Performance vs. Preference
Layering
Threat detection
34. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mapping
Interference Effects
Inverted Pyramid
Exposure Effect
35. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Framing
Gutenberg Diagram
Hick's Law
Mnemonic Device
36. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Structural Forms
Orientation Sensitivity
Mapping
Prototyping
37. 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.
Good Continuation
Depth of Processing
Fitts' Law
Figure-Ground Relationship
38. As the flexiblity of a system increases - its usability decreases.
Symmetry
Halo Effect
Recognition over recall
Flexibility-Usability Tradeoff
39. A property in which a form is made up of parts similar to the whole or to one another.
Fitts' Law
Von Restorff Effect
Self- similarity
Performance vs. Preference
40. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Operant Conditioning
Hierarchy
Scaling Fallacy
Shaping
41. 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
Normal Distribution
Development Cycle
Archetype
42. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Convergence
Layering
Symmetry
Exposure Effect
43. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Archetype
Attractiveness Bias
Iteration
Operant Conditioning
44. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Expectation Effect
Satisficing
Interference Effects
45. 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.
Uniform Connectedness
Hierarchy of Needs (Design)
Highlighting
Control
46. Elements that are close together are percieved to be more related than elements that are farther apart.
Immersion
Affordance
Proximity
Iconic Representation
47. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Convergence
Mapping
Form Follows Function
Modularity
48. A process of repeating a set of operation until a specific result is achieved.
Iteration
Constancy
Framing
Good Continuation
49. The time it takes to make a decision increases as the number of alternatives increases.
50. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Three- Dimensional Projection
Normal Distribution
Redundancy
Flexibility-Usability Tradeoff