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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 property of visual equivalence among elements in a form.
Figure-Ground Relationship
Uncertainty Principle
Symmetry
Satisficing
2. 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
Convergence
Uniform Connectedness
Cognitive Dissonance
3. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Confirmation
Modularity
Signal- to- Noise Ratio
4. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Accessibility
Hierarchy of Needs (Design)
Life Cycle
5. A sequence of numbers in which each number is the sum of the preceding two.
Uniform Connectedness
Fibonacci Sequence
Cognitive Dissonance
Fitts' Law
6. An action or ommission of action yielding an unintended result.
Satisficing
Expectation Effect
Errors
Savanna Preference
7. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Affordance
Constraint
Operant Conditioning
Depth of Processing
8. The debgree to which prose can be understood - based on the complexity of words and sentences.
Feedback Loop
Interference Effects
Readability
Threat detection
9. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Life Cycle
Control
Cognitive Dissonance
Three- Dimensional Projection
10. The usability of a system is improved when its status and methods of use are clearly visible.
Development Cycle
Feedback Loop
Visibility
Expectation Effect
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.
Threat detection
Self- similarity
Mapping
Savanna Preference
12. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Prototyping
Development Cycle
Expectation Effect
13. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Inverted Pyramid
Factor of Safety
Closure
Uncertainty Principle
14. An original model on which something is patterned
Archetype
Picture Superiority Effect
Fibonacci Sequence
Hawthorne Effect
15. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Prospect-Refuge
Satisficing
Hawthorne Effect
Operant Conditioning
16. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Life Cycle
Constraint
Prospect-Refuge
17. Patients experience treatment effects based on their belief that a treatment will work.
Feedback Loop
Placebo effect
Serial Position Effects
Attractiveness Bias
18. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Factor of Safety
Garbage In - Garbage Out
Rule of Thirds
Threat detection
19. 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)
Waist to Hip Ratio
Interference Effects
Symmetry
20. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Framing
Performance vs. Preference
Picture Superiority Effect
Expectation Effect
21. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Entry Point
Baby-Face Bias
Self- similarity
Mapping
22. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Mental Model
Entry Point
Alignment
Classical Conditioning
23. 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
Classical Conditioning
Symmetry
Iteration
24. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Law of Pragnanz
Control
Maslow's Hierarchy of Needs
25. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Rule of Thirds
Layering
Weakest Link
Baby-Face Bias
26. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Errors
Top- Down Lighting Bias
Inverted Pyramid
Most Average Facial Appearance Effect
27. 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?)
Comparison
Cost-Benefit
Uniform Connectedness
Three- Dimensional Projection
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Rule of Thirds
Rosenthal Effect
Iconic Representation
Mimicry
29. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Immersion
Serial Position Effects
Rule of Thirds
Inverted Pyramid
30. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Entry Point
Threat detection
Exposure Effect
Demand Characteristics
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Structural Forms
Comparison
Hierarchy
32. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Demand Characteristics
Uniform Connectedness
Scaling Fallacy
Mapping
33. The tendency for people to perform better or worse based on the expectations of another.
Rule of Thirds
Pygmalion Effect
Wayfinding
Errors
34. A ratio within the elements of a form - such as height to width - approximating 0.618.
Development Cycle
Signal- to- Noise Ratio
Good Continuation
Golden Ratio
35. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Layering
Inverted Pyramid
Figure-Ground Relationship
Recognition over recall
36. Pictures are remembered better than words.
Immersion
Waist to Hip Ratio
Picture Superiority Effect
Three- Dimensional Projection
37. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Ockham's Razor
Comparison
Storytelling
Layering
38. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Hierarchy of Needs (Design)
Progressive Disclosure
Readability
Prospect-Refuge
39. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Picture Superiority Effect
Control
Orientation Sensitivity
40. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Hierarchy of Needs (Design)
Proximity
Halo Effect
Law of Pragnanz
41. The process of using spatial and environmental information to navigate to a destination.
Control
Wayfinding
Face- ism Ratio
Self- similarity
42. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Immersion
Normal Distribution
Mimicry
43. A technique that influences decision making and judgement by manipulating the way information is presented.
Immersion
Framing
Archetype
Performance vs. Preference
44. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Alignment
Von Restorff Effect
Comparison
Placebo effect
45. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Prototyping
Law of Pragnanz
Iconic Representation
Demand Characteristics
46. 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.
Serial Position Effects
Cognitive Dissonance
Hierarchy
Operant Conditioning
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Hierarchy of Needs (Design)
Fitts' Law
Performance Load
Baby-Face Bias
48. 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.
Mental Model
Uniform Connectedness
Performance Load
Feedback Loop
49. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Three- Dimensional Projection
Recognition over recall
Form Follows Function
Closure
50. A method of limiting the actions that can be performed on a system.
Halo Effect
Constraint
Constancy
Redundancy