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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 technique for bringing attention to an area of text or image.
Hierarchy
Gutenberg Diagram
Highlighting
Fitts' Law
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Face- ism Ratio
Constancy
Most Average Facial Appearance Effect
Interference Effects
3. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Most Average Facial Appearance Effect
Von Restorff Effect
Storytelling
Uncertainty Principle
4. A property of visual equivalence among elements in a form.
Hierarchy
Life Cycle
Weakest Link
Symmetry
5. The relative ease with which a destination - idea - or concept may be reached.
Interference Effects
Exposure Effect
Chunking
Accessibility
6. The tendency for people to behave differently when they know they are being studied
Control
Defensible Space
Hawthorne Effect
Fitts' Law
7. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Von Restorff Effect
Symmetry
Fibonacci Sequence
8. Patients experience treatment effects based on their belief that a treatment will work.
Mental Model
Shaping
Halo Effect
Placebo effect
9. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Golden Ratio
Layering
Gutenberg Diagram
Affordance
10. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Consistency
Face- ism Ratio
Errors
Mnemonic Device
11. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Storytelling
Common Fate
Mimicry
Rule of Thirds
12. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Shaping
Flexibility-Usability Tradeoff
Serial Position Effects
13. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Attractiveness Bias
Layering
Five Hat Racks
14. The process of using spatial and environmental information to navigate to a destination.
Visibility
Wayfinding
Archetype
Constraint
15. A sequence of numbers in which each number is the sum of the preceding two.
Flexibility-Usability Tradeoff
Fibonacci Sequence
Law of Pragnanz
Iconic Representation
16. 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)
Scaling Fallacy
Mnemonic Device
Hierarchy
Threat detection
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Picture Superiority Effect
Alignment
Threat detection
Control
18. A tendency to see objects and patterns as 3D when certain visual cues are present.
Uniform Connectedness
Constancy
Law of Pragnanz
Three- Dimensional Projection
19. The debgree to which prose can be understood - based on the complexity of words and sentences.
Proximity
Baby-Face Bias
Storytelling
Readability
20. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Storytelling
Signal- to- Noise Ratio
Entry Point
21. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Halo Effect
Shaping
Confirmation
Similarity
22. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Alignment
Good Continuation
Operant Conditioning
Structural Forms
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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24. A ratio within the elements of a form - such as height to width - approximating 0.618.
Layering
Highlighting
Golden Ratio
Picture Superiority Effect
25. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Hierarchy of Needs (Design)
Good Continuation
Constancy
Life Cycle
26. The time it takes to make a decision increases as the number of alternatives increases.
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27. Given a choice between functionally equivalent designs - the simplest design should be selected.
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28. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Cost-Benefit
Forgiveness
Uncertainty Principle
Halo Effect
29. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Shaping
Satisficing
Convergence
Serial Position Effects
30. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Redundancy
Von Restorff Effect
80/20 Rule
31. 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.
Modularity
Cost-Benefit
Waist to Hip Ratio
Flexibility-Usability Tradeoff
32. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Mnemonic Device
Picture Superiority Effect
Fitts' Law
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Comparison
Iteration
Uncertainty Principle
Threat detection
34. 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.
Progressive Disclosure
Errors
Law of Pragnanz
Hierarchy of Needs (Design)
35. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Legibility
Cognitive Dissonance
Mnemonic Device
Mental Model
36. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Forgiveness
Affordance
Chunking
Orientation Sensitivity
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Good Continuation
Hierarchy
Interference Effects
38. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Symmetry
Signal- to- Noise Ratio
Fitts' Law
39. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Life Cycle
Mnemonic Device
Inverted Pyramid
40. 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.
Fibonacci Sequence
Threat detection
Redundancy
Readability
41. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Constraint
Uniform Connectedness
Performance vs. Preference
Threat detection
42. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Five Hat Racks
Exposure Effect
Readability
Placebo effect
43. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Convergence
Figure-Ground Relationship
Entry Point
Structural Forms
44. An action or ommission of action yielding an unintended result.
Errors
Factor of Safety
Waist to Hip Ratio
Symmetry
45. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Face- ism Ratio
Redundancy
Cost-Benefit
46. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Modularity
Gutenberg Diagram
Progressive Disclosure
Uniform Connectedness
47. A property in which a form is made up of parts similar to the whole or to one another.
Errors
Closure
Self- similarity
Demand Characteristics
48. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Prospect-Refuge
Mental Model
Fitts' Law
49. 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.
Feedback Loop
Symmetry
Entry Point
Ockham's Razor
50. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Uncertainty Principle
Constancy
Performance Load