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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.
Signal- to- Noise Ratio
Feedback Loop
Alignment
Prospect-Refuge
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Hawthorne Effect
Highlighting
Signal- to- Noise Ratio
3. The tendency for people to perform better or worse based on the expectations of another.
Convergence
Similarity
Demand Characteristics
Pygmalion Effect
4. The process of using spatial and environmental information to navigate to a destination.
Redundancy
Modularity
Wayfinding
Confirmation
5. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Development Cycle
Defensible Space
Weakest Link
Mapping
6. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Savanna Preference
Interference Effects
Baby-Face Bias
Satisficing
7. 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.
Mapping
Performance vs. Preference
Pygmalion Effect
Figure-Ground Relationship
8. 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.
Interference Effects
Operant Conditioning
Chunking
Prospect-Refuge
9. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Von Restorff Effect
Golden Ratio
Constraint
10. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Demand Characteristics
Uncertainty Principle
Gutenberg Diagram
Immersion
11. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Legibility
Face- ism Ratio
Rule of Thirds
12. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Framing
Good Continuation
Hierarchy
Halo Effect
13. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Form Follows Function
Mnemonic Device
Development Cycle
Depth of Processing
14. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Archetype
Factor of Safety
Waist to Hip Ratio
Alignment
15. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Good Continuation
Five Hat Racks
Similarity
Storytelling
16. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Attractiveness Bias
Visibility
Law of Pragnanz
17. The quality of system output is dependent on the quality of system input.
Orientation Sensitivity
Prospect-Refuge
Garbage In - Garbage Out
Scaling Fallacy
18. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Proximity
Symmetry
Performance vs. Preference
19. The debgree to which prose can be understood - based on the complexity of words and sentences.
Most Average Facial Appearance Effect
Exposure Effect
Readability
Mental Model
20. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Performance vs. Preference
Alignment
Mapping
21. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Constraint
Entry Point
Signal- to- Noise Ratio
22. The usability of a system is improved when its status and methods of use are clearly visible.
Life Cycle
Three- Dimensional Projection
Visibility
Performance Load
23. Elements that are close together are percieved to be more related than elements that are farther apart.
Attractiveness Bias
Proximity
Forgiveness
Comparison
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Comparison
Classical Conditioning
Control
Most Average Facial Appearance Effect
25. A technique for bringing attention to an area of text or image.
Confirmation
Performance Load
Flexibility-Usability Tradeoff
Highlighting
26. Memory for recognizing things is better than memory for recalling things.
Waist to Hip Ratio
Placebo effect
Recognition over recall
Von Restorff Effect
27. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Cognitive Dissonance
Fitts' Law
Von Restorff Effect
Depth of Processing
28. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Symmetry
Flexibility-Usability Tradeoff
Placebo effect
Progressive Disclosure
29. Given a choice between functionally equivalent designs - the simplest design should be selected.
30. 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
Structural Forms
Convergence
Satisficing
31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Comparison
Chunking
Iconic Representation
Uniform Connectedness
32. An original model on which something is patterned
Baby-Face Bias
Top- Down Lighting Bias
Archetype
Normal Distribution
33. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Feedback Loop
Inverted Pyramid
Forgiveness
Redundancy
34. A property in which a form is made up of parts similar to the whole or to one another.
Most Average Facial Appearance Effect
Iconic Representation
Maslow's Hierarchy of Needs
Self- similarity
35. A process of repeating a set of operation until a specific result is achieved.
Iteration
Top- Down Lighting Bias
Classical Conditioning
Flexibility-Usability Tradeoff
36. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Fitts' Law
Rule of Thirds
Similarity
Development Cycle
37. 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.
Visibility
Interference Effects
Savanna Preference
Fibonacci Sequence
38. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Readability
Three- Dimensional Projection
Fibonacci Sequence
Figure-Ground Relationship
39. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Gutenberg Diagram
Performance Load
Top- Down Lighting Bias
Symmetry
40. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Inverted Pyramid
Visibility
Serial Position Effects
41. 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
Expectation Effect
Common Fate
Placebo effect
Law of Pragnanz
42. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Readability
Inverted Pyramid
Legibility
Face- ism Ratio
43. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Redundancy
Halo Effect
Constancy
Signal- to- Noise Ratio
44. 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
Mimicry
Golden Ratio
45. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Law of Pragnanz
Immersion
Convergence
46. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Structural Forms
Depth of Processing
Most Average Facial Appearance Effect
Normal Distribution
47. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Hawthorne Effect
Rule of Thirds
Consistency
48. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Hick's Law
Cognitive Dissonance
Layering
Confirmation
49. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Garbage In - Garbage Out
Iconic Representation
Signal- to- Noise Ratio
Life Cycle
50. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Uniform Connectedness
Satisficing
Serial Position Effects
Gutenberg Diagram