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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. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Affordance
Iconic Representation
Control
2. 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.
Most Average Facial Appearance Effect
Modularity
Hierarchy of Needs (Design)
Good Continuation
3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Law of Pragnanz
Ockham's Razor
Prospect-Refuge
4. The relative ease with which a destination - idea - or concept may be reached.
Weakest Link
Baby-Face Bias
Accessibility
Life Cycle
5. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Exposure Effect
Baby-Face Bias
Five Hat Racks
6. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Cognitive Dissonance
Performance vs. Preference
Serial Position Effects
Convergence
7. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Von Restorff Effect
Maslow's Hierarchy of Needs
Uncertainty Principle
Similarity
8. The usability of a system is improved when similar parts are expressed in similar ways.
Flexibility-Usability Tradeoff
Uncertainty Principle
Consistency
Chunking
9. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Consistency
Errors
Five Hat Racks
Normal Distribution
10. 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
Constancy
Hick's Law
Fibonacci Sequence
11. The process of using spatial and environmental information to navigate to a destination.
Visibility
Wayfinding
Fibonacci Sequence
Affordance
12. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Prototyping
Weakest Link
Cognitive Dissonance
Most Average Facial Appearance Effect
13. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Structural Forms
Expectation Effect
Exposure Effect
Alignment
14. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Life Cycle
Fibonacci Sequence
Structural Forms
15. An action or ommission of action yielding an unintended result.
Mapping
Redundancy
Scaling Fallacy
Errors
16. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Face- ism Ratio
Symmetry
Expectation Effect
Halo Effect
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Garbage In - Garbage Out
Prototyping
Development Cycle
80/20 Rule
18. A ratio within the elements of a form - such as height to width - approximating 0.618.
Fibonacci Sequence
Golden Ratio
Wayfinding
Top- Down Lighting Bias
19. The time required to move to a target is a function of the target size and distance to the target.
20. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Three- Dimensional Projection
Iteration
Ockham's Razor
Life Cycle
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Uniform Connectedness
Consistency
Entry Point
22. The usability of a system is improved when its status and methods of use are clearly visible.
Cognitive Dissonance
Self- similarity
Hick's Law
Visibility
23. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Iteration
80/20 Rule
Constraint
Rule of Thirds
24. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Normal Distribution
Chunking
Inverted Pyramid
Immersion
25. Given a choice between functionally equivalent designs - the simplest design should be selected.
26. 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?)
Progressive Disclosure
Garbage In - Garbage Out
Cost-Benefit
Halo Effect
27. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Gutenberg Diagram
Rosenthal Effect
Similarity
Confirmation
28. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Rosenthal Effect
Form Follows Function
Depth of Processing
Scaling Fallacy
29. The tendency for people to perform better or worse based on the expectations of another.
Savanna Preference
Cognitive Dissonance
Hick's Law
Pygmalion Effect
30. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Halo Effect
Figure-Ground Relationship
Ockham's Razor
Rule of Thirds
31. The quality of system output is dependent on the quality of system input.
Errors
Pygmalion Effect
Figure-Ground Relationship
Garbage In - Garbage Out
32. Patients experience treatment effects based on their belief that a treatment will work.
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
Threat detection
Placebo effect
33. 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)
Readability
Cost-Benefit
Scaling Fallacy
Control
34. 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.
Chunking
Baby-Face Bias
Development Cycle
Waist to Hip Ratio
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Forgiveness
Storytelling
Law of Pragnanz
Operant Conditioning
36. The time it takes to make a decision increases as the number of alternatives increases.
37. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
80/20 Rule
Demand Characteristics
Consistency
Expectation Effect
38. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Uncertainty Principle
Scaling Fallacy
Progressive Disclosure
39. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mapping
Normal Distribution
Development Cycle
Mimicry
40. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Factor of Safety
Consistency
Baby-Face Bias
Immersion
41. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Performance vs. Preference
Mnemonic Device
Gutenberg Diagram
Constraint
42. A sequence of numbers in which each number is the sum of the preceding two.
Hierarchy of Needs (Design)
Fibonacci Sequence
Recognition over recall
Orientation Sensitivity
43. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Uncertainty Principle
Savanna Preference
Gutenberg Diagram
Inverted Pyramid
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Hawthorne Effect
Attractiveness Bias
Ockham's Razor
Proximity
45. A property of visual equivalence among elements in a form.
Symmetry
Cost-Benefit
Mimicry
Waist to Hip Ratio
46. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Life Cycle
Waist to Hip Ratio
Depth of Processing
Three- Dimensional Projection
47. 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
Picture Superiority Effect
Signal- to- Noise Ratio
Similarity
48. The use of pictorial images to improve the recognition and recall of signs and controls.
Archetype
Rule of Thirds
Depth of Processing
Iconic Representation
49. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Readability
Normal Distribution
Shaping
50. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Von Restorff Effect
Halo Effect
Progressive Disclosure
Redundancy