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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 attribute of an object that allows people to intuitively know how to use it
Interference Effects
Common Fate
Affordance
Convergence
2. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Von Restorff Effect
Fitts' Law
Form Follows Function
3. An original model on which something is patterned
Maslow's Hierarchy of Needs
Performance Load
Archetype
Orientation Sensitivity
4. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Placebo effect
Confirmation
Form Follows Function
Scaling Fallacy
5. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Rosenthal Effect
Recognition over recall
Redundancy
Threat detection
6. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Von Restorff Effect
Most Average Facial Appearance Effect
Prospect-Refuge
Cognitive Dissonance
7. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Control
Fibonacci Sequence
Alignment
Layering
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Law of Pragnanz
Iteration
Classical Conditioning
9. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Von Restorff Effect
Picture Superiority Effect
Satisficing
Rule of Thirds
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)
Self- similarity
Scaling Fallacy
Comparison
Threat detection
11. People understand and interact with systems and environments based on mental representations developed from experience.
Factor of Safety
Demand Characteristics
Mental Model
Similarity
12. The quality of system output is dependent on the quality of system input.
Serial Position Effects
Weakest Link
Defensible Space
Garbage In - Garbage Out
13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Fibonacci Sequence
Hierarchy
Demand Characteristics
Pygmalion Effect
14. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Common Fate
Life Cycle
Factor of Safety
Operant Conditioning
15. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Development Cycle
Iconic Representation
Maslow's Hierarchy of Needs
Halo Effect
16. 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.
Ockham's Razor
Classical Conditioning
Prototyping
Waist to Hip Ratio
17. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Factor of Safety
Modularity
Rosenthal Effect
Prototyping
18. The process of using spatial and environmental information to navigate to a destination.
Inverted Pyramid
Figure-Ground Relationship
Wayfinding
Errors
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Form Follows Function
Exposure Effect
Threat detection
Constraint
20. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Hawthorne Effect
Most Average Facial Appearance Effect
80/20 Rule
Modularity
21. 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.
Fitts' Law
Factor of Safety
80/20 Rule
Redundancy
22. 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
Recognition over recall
Immersion
Framing
23. A sequence of numbers in which each number is the sum of the preceding two.
Readability
Good Continuation
Fibonacci Sequence
Hierarchy
24. A method of limiting the actions that can be performed on a system.
Iteration
Constraint
Hierarchy of Needs (Design)
Top- Down Lighting Bias
25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Entry Point
Development Cycle
Figure-Ground Relationship
Modularity
26. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Normal Distribution
Storytelling
Performance vs. Preference
Prospect-Refuge
27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Rosenthal Effect
Depth of Processing
Life Cycle
Golden Ratio
28. A property of visual equivalence among elements in a form.
Symmetry
Chunking
Factor of Safety
Immersion
29. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Common Fate
Life Cycle
Most Average Facial Appearance Effect
Storytelling
30. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Convergence
Five Hat Racks
Confirmation
Performance Load
31. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Development Cycle
Von Restorff Effect
Layering
32. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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33. 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.
Similarity
Constraint
Wayfinding
Hierarchy of Needs (Design)
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Consistency
Placebo effect
Confirmation
Development Cycle
35. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Uncertainty Principle
Orientation Sensitivity
Convergence
Halo Effect
36. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Law of Pragnanz
Chunking
Performance Load
Progressive Disclosure
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Rosenthal Effect
Framing
Defensible Space
Weakest Link
38. A property in which a form is made up of parts similar to the whole or to one another.
Modularity
Iteration
Self- similarity
Hierarchy of Needs (Design)
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Modularity
Closure
Top- Down Lighting Bias
Performance Load
40. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Waist to Hip Ratio
Rosenthal Effect
Constancy
41. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Development Cycle
Framing
Progressive Disclosure
Demand Characteristics
42. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Feedback Loop
Control
Structural Forms
Fibonacci Sequence
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Self- similarity
Top- Down Lighting Bias
Weakest Link
44. Patients experience treatment effects based on their belief that a treatment will work.
Figure-Ground Relationship
Savanna Preference
Placebo effect
Law of Pragnanz
45. 80% of the effects generated by any large system are caused by 20% of the variables.
Classical Conditioning
Mapping
80/20 Rule
Golden Ratio
46. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Good Continuation
Face- ism Ratio
Wayfinding
Threat detection
47. A tendency to see objects and patterns as 3D when certain visual cues are present.
Von Restorff Effect
Three- Dimensional Projection
Performance vs. Preference
Interference Effects
48. The relative ease with which a destination - idea - or concept may be reached.
Symmetry
Hierarchy
Depth of Processing
Accessibility
49. The time it takes to make a decision increases as the number of alternatives increases.
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50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Highlighting
Shaping
Errors
Picture Superiority Effect