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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. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Golden Ratio
Archetype
Mapping
Demand Characteristics
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Fitts' Law
Recognition over recall
Gutenberg Diagram
3. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Garbage In - Garbage Out
Three- Dimensional Projection
Pygmalion Effect
Structural Forms
4. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Interference Effects
Weakest Link
Fitts' Law
Mapping
5. 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.
Weakest Link
Structural Forms
Self- similarity
Serial Position Effects
6. The tendency for people to perform better or worse based on the expectations of another.
Proximity
Legibility
Pygmalion Effect
Highlighting
7. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Forgiveness
Most Average Facial Appearance Effect
Uniform Connectedness
Fibonacci Sequence
8. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Depth of Processing
Garbage In - Garbage Out
Most Average Facial Appearance Effect
9. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Modularity
Scaling Fallacy
Shaping
10. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Uncertainty Principle
Operant Conditioning
Five Hat Racks
Uniform Connectedness
11. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Attractiveness Bias
Highlighting
Defensible Space
12. A technique for bringing attention to an area of text or image.
Cost-Benefit
Highlighting
Readability
Consistency
13. 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.
Confirmation
Face- ism Ratio
Placebo effect
Redundancy
14. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mnemonic Device
Normal Distribution
Constancy
Three- Dimensional Projection
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.
Layering
Modularity
Mapping
Self- similarity
16. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Signal- to- Noise Ratio
Hierarchy
Development Cycle
17. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Weakest Link
Classical Conditioning
Alignment
Performance vs. Preference
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Hick's Law
Uniform Connectedness
Waist to Hip Ratio
Mimicry
19. A property of visual equivalence among elements in a form.
Symmetry
Layering
Form Follows Function
Face- ism Ratio
20. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Waist to Hip Ratio
Progressive Disclosure
Inverted Pyramid
Legibility
21. 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.
Comparison
Attractiveness Bias
Good Continuation
Visibility
22. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Hick's Law
Accessibility
Fibonacci Sequence
23. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Picture Superiority Effect
Confirmation
Ockham's Razor
Hierarchy
24. Elements that are close together are percieved to be more related than elements that are farther apart.
Rule of Thirds
Consistency
Proximity
Confirmation
25. Pictures are remembered better than words.
Accessibility
Prototyping
Picture Superiority Effect
Archetype
26. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Affordance
Visibility
Iteration
27. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Attractiveness Bias
Mimicry
Constancy
28. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Rule of Thirds
Prospect-Refuge
Good Continuation
Savanna Preference
29. The debgree to which prose can be understood - based on the complexity of words and sentences.
Proximity
Framing
Readability
Signal- to- Noise Ratio
30. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Redundancy
Face- ism Ratio
Maslow's Hierarchy of Needs
31. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Life Cycle
Constancy
Demand Characteristics
Recognition over recall
32. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Recognition over recall
Savanna Preference
Law of Pragnanz
Development Cycle
33. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Von Restorff Effect
Classical Conditioning
Most Average Facial Appearance Effect
34. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Chunking
Top- Down Lighting Bias
Defensible Space
Five Hat Racks
35. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Depth of Processing
Flexibility-Usability Tradeoff
Forgiveness
Wayfinding
36. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Ockham's Razor
Factor of Safety
Modularity
Garbage In - Garbage Out
37. The relative ease with which a destination - idea - or concept may be reached.
Top- Down Lighting Bias
Legibility
Accessibility
Exposure Effect
38. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Legibility
Orientation Sensitivity
Baby-Face Bias
Rosenthal Effect
39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Constancy
Entry Point
Golden Ratio
Uncertainty Principle
40. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Placebo effect
Attractiveness Bias
Framing
41. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Feedback Loop
Interference Effects
Orientation Sensitivity
Operant Conditioning
42. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Uniform Connectedness
Mnemonic Device
Top- Down Lighting Bias
43. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Prototyping
Closure
Confirmation
Placebo effect
44. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mimicry
Shaping
Prototyping
Alignment
45. A process of repeating a set of operation until a specific result is achieved.
Factor of Safety
Normal Distribution
Iteration
Alignment
46. The process of using spatial and environmental information to navigate to a destination.
Orientation Sensitivity
Wayfinding
Most Average Facial Appearance Effect
Iteration
47. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Hierarchy
Interference Effects
Common Fate
48. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Chunking
Signal- to- Noise Ratio
Confirmation
49. 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.
Rule of Thirds
Hierarchy of Needs (Design)
Alignment
Cognitive Dissonance
50. An attribute of an object that allows people to intuitively know how to use it
Von Restorff Effect
Archetype
Gutenberg Diagram
Affordance