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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 relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Demand Characteristics
Mapping
Ockham's Razor
Rosenthal Effect
2. 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?)
Picture Superiority Effect
Fitts' Law
Performance Load
Cost-Benefit
3. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mapping
Alignment
Framing
Flexibility-Usability Tradeoff
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Prototyping
Defensible Space
Hierarchy of Needs (Design)
Proximity
5. People understand and interact with systems and environments based on mental representations developed from experience.
Affordance
Mental Model
Waist to Hip Ratio
Depth of Processing
6. The time required to move to a target is a function of the target size and distance to the target.
7. A process in which similar characteristics evolve independently in multiple systems.
Picture Superiority Effect
Affordance
Convergence
Similarity
8. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Picture Superiority Effect
Normal Distribution
Legibility
Satisficing
9. 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
Constancy
Waist to Hip Ratio
Wayfinding
10. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Serial Position Effects
Comparison
Halo Effect
11. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Framing
Proximity
Depth of Processing
12. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Legibility
Inverted Pyramid
Defensible Space
Mimicry
13. A sequence of numbers in which each number is the sum of the preceding two.
Hick's Law
Demand Characteristics
Three- Dimensional Projection
Fibonacci Sequence
14. 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
Figure-Ground Relationship
Gutenberg Diagram
Comparison
15. 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.
Rule of Thirds
Hierarchy
Prospect-Refuge
Good Continuation
16. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Readability
Modularity
Hick's Law
Fitts' Law
17. The time it takes to make a decision increases as the number of alternatives increases.
18. 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
Serial Position Effects
Entry Point
Pygmalion Effect
19. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Exposure Effect
Inverted Pyramid
Hierarchy of Needs (Design)
Mimicry
20. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Halo Effect
Constancy
Structural Forms
Consistency
21. Pictures are remembered better than words.
Hierarchy of Needs (Design)
Entry Point
Picture Superiority Effect
Waist to Hip Ratio
22. A property of visual equivalence among elements in a form.
Iteration
Symmetry
Storytelling
Waist to Hip Ratio
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Orientation Sensitivity
Prospect-Refuge
Entry Point
24. 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)
Pygmalion Effect
Wayfinding
Development Cycle
Scaling Fallacy
25. The usability of a system is improved when similar parts are expressed in similar ways.
Von Restorff Effect
Consistency
Hick's Law
Alignment
26. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Uniform Connectedness
Entry Point
Demand Characteristics
27. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Weakest Link
Affordance
Halo Effect
Entry Point
28. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mimicry
Most Average Facial Appearance Effect
Alignment
Depth of Processing
29. The use of pictorial images to improve the recognition and recall of signs and controls.
Readability
Orientation Sensitivity
Iconic Representation
Baby-Face Bias
30. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Structural Forms
Forgiveness
Placebo effect
Layering
31. An original model on which something is patterned
Rosenthal Effect
Accessibility
Archetype
Signal- to- Noise Ratio
32. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Classical Conditioning
Readability
Fibonacci Sequence
33. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Form Follows Function
Depth of Processing
Iteration
Comparison
34. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Serial Position Effects
Rule of Thirds
Performance Load
Comparison
35. 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.
Face- ism Ratio
Savanna Preference
Placebo effect
Prototyping
36. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Orientation Sensitivity
Interference Effects
Demand Characteristics
Redundancy
37. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Comparison
Development Cycle
Rule of Thirds
Figure-Ground Relationship
38. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Interference Effects
Accessibility
Prospect-Refuge
Top- Down Lighting Bias
39. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Threat detection
Prospect-Refuge
Ockham's Razor
Performance vs. Preference
40. 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.
Orientation Sensitivity
Gutenberg Diagram
Errors
Feedback Loop
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Mapping
Demand Characteristics
Golden Ratio
Performance vs. Preference
42. A property in which a form is made up of parts similar to the whole or to one another.
Face- ism Ratio
Prototyping
Immersion
Self- similarity
43. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Figure-Ground Relationship
Storytelling
Form Follows Function
44. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Demand Characteristics
Top- Down Lighting Bias
Prototyping
Feedback Loop
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
46. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Feedback Loop
Law of Pragnanz
Orientation Sensitivity
Cognitive Dissonance
47. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Common Fate
Top- Down Lighting Bias
Chunking
Depth of Processing
48. 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.
Chunking
Alignment
Redundancy
Signal- to- Noise Ratio
49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Constraint
Performance vs. Preference
Gutenberg Diagram
Iteration
50. The tendency for people to perform better or worse based on the expectations of another.
Figure-Ground Relationship
Pygmalion Effect
Five Hat Racks
Consistency