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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. The use of pictorial images to improve the recognition and recall of signs and controls.
Operant Conditioning
Iconic Representation
Uniform Connectedness
Factor of Safety
2. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Similarity
Garbage In - Garbage Out
Constancy
Golden Ratio
3. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Fibonacci Sequence
Prototyping
Cost-Benefit
Readability
4. The debgree to which prose can be understood - based on the complexity of words and sentences.
Picture Superiority Effect
Readability
Prototyping
Convergence
5. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Interference Effects
Von Restorff Effect
Affordance
Modularity
6. Pictures are remembered better than words.
Picture Superiority Effect
Alignment
Flexibility-Usability Tradeoff
Hierarchy
7. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Framing
Most Average Facial Appearance Effect
Defensible Space
Pygmalion Effect
8. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Mapping
Life Cycle
Gutenberg Diagram
Five Hat Racks
9. 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?)
Interference Effects
Prospect-Refuge
Symmetry
Cost-Benefit
10. A technique that influences decision making and judgement by manipulating the way information is presented.
Similarity
Mapping
Orientation Sensitivity
Framing
11. The time it takes to make a decision increases as the number of alternatives increases.
12. A property of visual equivalence among elements in a form.
Cognitive Dissonance
Symmetry
Threat detection
Rule of Thirds
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Mental Model
80/20 Rule
Operant Conditioning
14. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Picture Superiority Effect
Golden Ratio
Rule of Thirds
15. Given a choice between functionally equivalent designs - the simplest design should be selected.
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Normal Distribution
Inverted Pyramid
Control
Exposure Effect
17. 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.
Pygmalion Effect
Alignment
Waist to Hip Ratio
Placebo effect
18. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Face- ism Ratio
Rule of Thirds
Baby-Face Bias
Hick's Law
19. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Common Fate
Satisficing
Proximity
Expectation Effect
20. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Picture Superiority Effect
Interference Effects
Depth of Processing
21. An original model on which something is patterned
Defensible Space
Symmetry
Life Cycle
Archetype
22. A process in which similar characteristics evolve independently in multiple systems.
Performance Load
Prospect-Refuge
Convergence
Von Restorff Effect
23. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Expectation Effect
Performance Load
Constancy
Alignment
24. 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.
Top- Down Lighting Bias
Iteration
Hick's Law
Redundancy
25. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Most Average Facial Appearance Effect
Operant Conditioning
Hierarchy
Modularity
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Weakest Link
Hierarchy
Five Hat Racks
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Iteration
Three- Dimensional Projection
Modularity
Errors
28. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Rule of Thirds
Affordance
Immersion
Proximity
29. A sequence of numbers in which each number is the sum of the preceding two.
Scaling Fallacy
Threat detection
Fibonacci Sequence
Weakest Link
30. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Uncertainty Principle
Normal Distribution
Consistency
31. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Good Continuation
Prospect-Refuge
Interference Effects
Cost-Benefit
32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Face- ism Ratio
Uniform Connectedness
Affordance
Structural Forms
33. The time required to move to a target is a function of the target size and distance to the target.
34. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Mapping
Control
Interference Effects
Waist to Hip Ratio
35. The tendency for people to perform better or worse based on the expectations of another.
Iconic Representation
Pygmalion Effect
Development Cycle
Cognitive Dissonance
36. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Proximity
Mental Model
Hierarchy
Entry Point
37. The usability of a system is improved when its status and methods of use are clearly visible.
Interference Effects
Garbage In - Garbage Out
Visibility
Scaling Fallacy
38. The quality of system output is dependent on the quality of system input.
Demand Characteristics
Face- ism Ratio
Garbage In - Garbage Out
Five Hat Racks
39. 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.
Golden Ratio
Picture Superiority Effect
Good Continuation
Structural Forms
40. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Accessibility
Ockham's Razor
Threat detection
41. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Layering
Errors
Cost-Benefit
Form Follows Function
42. 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
Mapping
Law of Pragnanz
Legibility
43. 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
Signal- to- Noise Ratio
Orientation Sensitivity
Common Fate
Von Restorff Effect
44. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Fibonacci Sequence
Threat detection
Baby-Face Bias
Classical Conditioning
45. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Constraint
Visibility
Uncertainty Principle
Hawthorne Effect
46. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Operant Conditioning
Framing
Defensible Space
47. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Readability
Legibility
Three- Dimensional Projection
Classical Conditioning
48. 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.
Factor of Safety
Normal Distribution
Iteration
Chunking
49. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Structural Forms
Exposure Effect
Face- ism Ratio
Expectation Effect
50. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Interference Effects
Gutenberg Diagram
Five Hat Racks
Storytelling