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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. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Wayfinding
Five Hat Racks
Alignment
Uncertainty Principle
2. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Legibility
Highlighting
Uncertainty Principle
Recognition over recall
3. 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
Form Follows Function
Common Fate
Hierarchy
Similarity
4. A process of repeating a set of operation until a specific result is achieved.
Errors
Iteration
Fibonacci Sequence
Defensible Space
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Exposure Effect
Closure
Legibility
Performance Load
6. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Ockham's Razor
Comparison
Scaling Fallacy
7. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Development Cycle
Constraint
Accessibility
Face- ism Ratio
8. 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.
Halo Effect
Classical Conditioning
Ockham's Razor
Savanna Preference
9. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
Modularity
10. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Affordance
Attractiveness Bias
Self- similarity
Mnemonic Device
11. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Serial Position Effects
Development Cycle
Golden Ratio
Iteration
12. 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.
Chunking
Framing
Rule of Thirds
Confirmation
13. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Threat detection
Gutenberg Diagram
Figure-Ground Relationship
14. An original model on which something is patterned
Archetype
Highlighting
Proximity
Pygmalion Effect
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Constraint
Legibility
Law of Pragnanz
Classical Conditioning
16. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Waist to Hip Ratio
Structural Forms
Baby-Face Bias
Control
17. The debgree to which prose can be understood - based on the complexity of words and sentences.
Ockham's Razor
Weakest Link
Shaping
Readability
18. The relative ease with which a destination - idea - or concept may be reached.
Performance Load
Accessibility
Fitts' Law
Garbage In - Garbage Out
19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Savanna Preference
Placebo effect
Comparison
Progressive Disclosure
20. 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.
Rosenthal Effect
Performance vs. Preference
Feedback Loop
Serial Position Effects
21. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Serial Position Effects
Orientation Sensitivity
Fibonacci Sequence
Three- Dimensional Projection
22. A technique that influences decision making and judgement by manipulating the way information is presented.
Flexibility-Usability Tradeoff
Framing
Most Average Facial Appearance Effect
Weakest Link
23. A property of visual equivalence among elements in a form.
Performance Load
Entry Point
Wayfinding
Symmetry
24. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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25. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Signal- to- Noise Ratio
Depth of Processing
Hierarchy of Needs (Design)
26. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Constancy
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
Layering
27. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Iconic Representation
Uniform Connectedness
Common Fate
Operant Conditioning
28. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hierarchy
Depth of Processing
Picture Superiority Effect
Inverted Pyramid
29. 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
Cost-Benefit
Comparison
Savanna Preference
30. An attribute of an object that allows people to intuitively know how to use it
Forgiveness
Scaling Fallacy
Defensible Space
Affordance
31. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Hawthorne Effect
Redundancy
Confirmation
Common Fate
32. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Classical Conditioning
Prototyping
80/20 Rule
Mapping
33. 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.
Good Continuation
Accessibility
Garbage In - Garbage Out
Pygmalion Effect
34. Given a choice between functionally equivalent designs - the simplest design should be selected.
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35. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Prototyping
Shaping
Gutenberg Diagram
Wayfinding
36. 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.
Shaping
Redundancy
Life Cycle
Similarity
37. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Hierarchy
Classical Conditioning
Life Cycle
38. Elements that are similar are perceived to be more related than elements that are dissimilar.
Readability
Top- Down Lighting Bias
Affordance
Similarity
39. The usability of a system is improved when its status and methods of use are clearly visible.
Modularity
Expectation Effect
Closure
Visibility
40. The quality of system output is dependent on the quality of system input.
Uniform Connectedness
Ockham's Razor
Garbage In - Garbage Out
Errors
41. Memory for recognizing things is better than memory for recalling things.
Iteration
Flexibility-Usability Tradeoff
Face- ism Ratio
Recognition over recall
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Convergence
Demand Characteristics
Ockham's Razor
43. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Rule of Thirds
Performance vs. Preference
Most Average Facial Appearance Effect
Fibonacci Sequence
44. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Recognition over recall
Gutenberg Diagram
Normal Distribution
Archetype
45. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Confirmation
Hierarchy of Needs (Design)
Uniform Connectedness
46. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Confirmation
Weakest Link
Forgiveness
Ockham's Razor
47. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Cost-Benefit
Scaling Fallacy
Structural Forms
Figure-Ground Relationship
48. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Consistency
Iconic Representation
Factor of Safety
49. 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)
Law of Pragnanz
Scaling Fallacy
Constancy
Shaping
50. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Factor of Safety
Flexibility-Usability Tradeoff
Control
Affordance