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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.
80/20 Rule
Alignment
Highlighting
Shaping
2. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Ockham's Razor
Legibility
Attractiveness Bias
Accessibility
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Three- Dimensional Projection
Constraint
Fibonacci Sequence
Mnemonic Device
4. 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?)
Baby-Face Bias
Wayfinding
Picture Superiority Effect
Cost-Benefit
5. 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
Storytelling
Picture Superiority Effect
Golden Ratio
6. 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
Iconic Representation
Five Hat Racks
Visibility
7. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Picture Superiority Effect
Von Restorff Effect
Errors
Prototyping
8. 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
Visibility
Three- Dimensional Projection
Common Fate
Top- Down Lighting Bias
9. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Hawthorne Effect
Depth of Processing
Figure-Ground Relationship
Satisficing
10. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Signal- to- Noise Ratio
Performance Load
Waist to Hip Ratio
Uniform Connectedness
11. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Archetype
Life Cycle
Storytelling
Symmetry
12. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Proximity
Structural Forms
Comparison
Mapping
13. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Alignment
Redundancy
Threat detection
14. The process of using spatial and environmental information to navigate to a destination.
Most Average Facial Appearance Effect
Five Hat Racks
Wayfinding
Cognitive Dissonance
15. 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.
Symmetry
Mapping
Expectation Effect
Prospect-Refuge
16. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Performance vs. Preference
Modularity
Ockham's Razor
Redundancy
17. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Highlighting
Wayfinding
Prospect-Refuge
Baby-Face Bias
18. An attribute of an object that allows people to intuitively know how to use it
Good Continuation
Affordance
Prospect-Refuge
Baby-Face Bias
19. A ratio within the elements of a form - such as height to width - approximating 0.618.
Serial Position Effects
Mimicry
Recognition over recall
Golden Ratio
20. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Top- Down Lighting Bias
Attractiveness Bias
Performance Load
Control
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Development Cycle
Confirmation
Uncertainty Principle
Classical Conditioning
22. 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.
Hierarchy
Readability
Pygmalion Effect
Good Continuation
23. Memory for recognizing things is better than memory for recalling things.
Inverted Pyramid
Good Continuation
Face- ism Ratio
Recognition over recall
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Defensible Space
Performance Load
Entry Point
25. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Feedback Loop
Structural Forms
Symmetry
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Operant Conditioning
Hierarchy
Mnemonic Device
Prototyping
27. A property of visual equivalence among elements in a form.
Progressive Disclosure
Mnemonic Device
Symmetry
Garbage In - Garbage Out
28. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Fibonacci Sequence
Most Average Facial Appearance Effect
Golden Ratio
Rule of Thirds
29. 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.
Waist to Hip Ratio
Top- Down Lighting Bias
Five Hat Racks
Expectation Effect
30. 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
Top- Down Lighting Bias
Factor of Safety
Modularity
31. Given a choice between functionally equivalent designs - the simplest design should be selected.
32. The tendency for people to perform better or worse based on the expectations of another.
Hick's Law
Hawthorne Effect
Gutenberg Diagram
Pygmalion Effect
33. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Good Continuation
Forgiveness
Confirmation
34. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Control
Wayfinding
Affordance
35. A technique that influences decision making and judgement by manipulating the way information is presented.
Proximity
Pygmalion Effect
Iteration
Framing
36. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Three- Dimensional Projection
Depth of Processing
Legibility
37. Patients experience treatment effects based on their belief that a treatment will work.
Fitts' Law
Placebo effect
Entry Point
Scaling Fallacy
38. Pictures are remembered better than words.
Similarity
Gutenberg Diagram
Uncertainty Principle
Picture Superiority Effect
39. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Top- Down Lighting Bias
Control
Good Continuation
Hierarchy
40. The usability of a system is improved when its status and methods of use are clearly visible.
Readability
Waist to Hip Ratio
Visibility
Forgiveness
41. 80% of the effects generated by any large system are caused by 20% of the variables.
Satisficing
80/20 Rule
Depth of Processing
Pygmalion Effect
42. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Similarity
Depth of Processing
Iconic Representation
43. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Errors
Picture Superiority Effect
Ockham's Razor
44. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Legibility
Top- Down Lighting Bias
Shaping
Three- Dimensional Projection
45. 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.
Mapping
Placebo effect
Good Continuation
Hierarchy of Needs (Design)
46. 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.
Scaling Fallacy
Flexibility-Usability Tradeoff
Redundancy
Most Average Facial Appearance Effect
47. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Figure-Ground Relationship
Fibonacci Sequence
Satisficing
48. People understand and interact with systems and environments based on mental representations developed from experience.
Performance Load
Progressive Disclosure
Interference Effects
Mental Model
49. 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.
Cost-Benefit
Expectation Effect
Normal Distribution
Serial Position Effects
50. The usability of a system is improved when similar parts are expressed in similar ways.
Entry Point
Pygmalion Effect
Consistency
Structural Forms