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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. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Figure-Ground Relationship
Hierarchy of Needs (Design)
Uniform Connectedness
Pygmalion Effect
2. A property in which a form is made up of parts similar to the whole or to one another.
Cost-Benefit
Self- similarity
Interference Effects
Similarity
3. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Progressive Disclosure
Depth of Processing
Three- Dimensional Projection
Proximity
4. A process in which similar characteristics evolve independently in multiple systems.
Cognitive Dissonance
Layering
Convergence
Consistency
5. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Exposure Effect
Symmetry
Orientation Sensitivity
6. 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)
Gutenberg Diagram
Scaling Fallacy
Defensible Space
Hierarchy of Needs (Design)
7. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Pygmalion Effect
Iconic Representation
Proximity
8. Given a choice between functionally equivalent designs - the simplest design should be selected.
9. As the flexiblity of a system increases - its usability decreases.
Factor of Safety
Flexibility-Usability Tradeoff
Accessibility
Good Continuation
10. 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
Factor of Safety
Operant Conditioning
Errors
11. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Exposure Effect
Errors
Law of Pragnanz
Three- Dimensional Projection
13. A sequence of numbers in which each number is the sum of the preceding two.
Good Continuation
Scaling Fallacy
Rosenthal Effect
Fibonacci Sequence
14. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Garbage In - Garbage Out
Savanna Preference
Archetype
Prospect-Refuge
15. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Readability
Weakest Link
Picture Superiority Effect
Uniform Connectedness
16. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Baby-Face Bias
Layering
Placebo effect
17. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Closure
Constancy
Operant Conditioning
Performance vs. Preference
18. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Classical Conditioning
Chunking
Defensible Space
Picture Superiority Effect
19. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Consistency
Forgiveness
Flexibility-Usability Tradeoff
20. 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.
Inverted Pyramid
Good Continuation
Hick's Law
Errors
21. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Face- ism Ratio
Similarity
Orientation Sensitivity
Cognitive Dissonance
22. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Operant Conditioning
Threat detection
Forgiveness
Garbage In - Garbage Out
23. 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.
Similarity
Factor of Safety
Most Average Facial Appearance Effect
Mapping
24. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Forgiveness
Gutenberg Diagram
Factor of Safety
25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Figure-Ground Relationship
Performance Load
Recognition over recall
26. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Pygmalion Effect
Progressive Disclosure
Consistency
Control
27. 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
Mapping
Operant Conditioning
Wayfinding
28. An action or ommission of action yielding an unintended result.
Picture Superiority Effect
Errors
Accessibility
Demand Characteristics
29. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Modularity
Control
Normal Distribution
Law of Pragnanz
30. Elements that are close together are percieved to be more related than elements that are farther apart.
Rosenthal Effect
Wayfinding
Interference Effects
Proximity
31. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
80/20 Rule
Modularity
Wayfinding
32. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Recognition over recall
Performance Load
Hick's Law
Uncertainty Principle
33. 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.
Ockham's Razor
Visibility
Feedback Loop
Inverted Pyramid
34. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Readability
Errors
80/20 Rule
Storytelling
35. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Classical Conditioning
Life Cycle
Feedback Loop
36. A technique for bringing attention to an area of text or image.
Constancy
Highlighting
Mnemonic Device
Performance vs. Preference
37. The time required to move to a target is a function of the target size and distance to the target.
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Comparison
Redundancy
Operant Conditioning
Affordance
39. A property of visual equivalence among elements in a form.
Hawthorne Effect
Operant Conditioning
Symmetry
Rosenthal Effect
40. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Self- similarity
Forgiveness
Baby-Face Bias
Normal Distribution
41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Performance vs. Preference
Confirmation
Operant Conditioning
Constancy
42. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Common Fate
Cognitive Dissonance
Mimicry
Fibonacci Sequence
43. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Forgiveness
Constraint
Structural Forms
44. Memory for recognizing things is better than memory for recalling things.
Symmetry
Affordance
Hick's Law
Recognition over recall
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Mental Model
Development Cycle
Highlighting
Figure-Ground Relationship
46. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Affordance
Framing
Von Restorff Effect
Shaping
47. An attribute of an object that allows people to intuitively know how to use it
Structural Forms
Performance Load
Fibonacci Sequence
Affordance
48. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Closure
Serial Position Effects
Threat detection
49. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Iconic Representation
Hierarchy
Similarity
Hierarchy of Needs (Design)
50. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Cost-Benefit
Hawthorne Effect
Serial Position Effects