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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. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Inverted Pyramid
Readability
Most Average Facial Appearance Effect
2. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Cognitive Dissonance
Interference Effects
Top- Down Lighting Bias
Mnemonic Device
3. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Closure
Placebo effect
Halo Effect
Cost-Benefit
4. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Orientation Sensitivity
Demand Characteristics
Accessibility
5. 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
Accessibility
Entry Point
Common Fate
Rule of Thirds
6. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Feedback Loop
Normal Distribution
Exposure Effect
Pygmalion Effect
7. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Halo Effect
Figure-Ground Relationship
Picture Superiority Effect
Five Hat Racks
8. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Iconic Representation
Progressive Disclosure
Closure
Storytelling
9. Given a choice between functionally equivalent designs - the simplest design should be selected.
10. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Prototyping
Ockham's Razor
Closure
11. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Hierarchy
Top- Down Lighting Bias
Entry Point
12. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Highlighting
Inverted Pyramid
Weakest Link
13. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Maslow's Hierarchy of Needs
Iteration
Form Follows Function
14. 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.
Figure-Ground Relationship
Hierarchy of Needs (Design)
Highlighting
Scaling Fallacy
15. 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
Common Fate
Cognitive Dissonance
Control
16. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Satisficing
Placebo effect
Weakest Link
Layering
17. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Satisficing
Hierarchy
Entry Point
Attractiveness Bias
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Proximity
Prospect-Refuge
Recognition over recall
Constancy
19. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Modularity
Storytelling
Most Average Facial Appearance Effect
20. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Confirmation
Satisficing
Errors
Three- Dimensional Projection
21. The tendency for people to perform better or worse based on the expectations of another.
Prototyping
Baby-Face Bias
Framing
Pygmalion Effect
22. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Readability
Performance Load
Performance vs. Preference
Depth of Processing
23. 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.
Life Cycle
Gutenberg Diagram
Savanna Preference
Depth of Processing
24. 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
Accessibility
Cost-Benefit
Chunking
25. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Expectation Effect
Symmetry
Uniform Connectedness
26. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Face- ism Ratio
Layering
Orientation Sensitivity
Halo Effect
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
Weakest Link
Halo Effect
Demand Characteristics
28. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Serial Position Effects
Weakest Link
Entry Point
Hawthorne Effect
29. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Expectation Effect
Shaping
Proximity
Self- similarity
30. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Life Cycle
Operant Conditioning
Similarity
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Cost-Benefit
Mimicry
Maslow's Hierarchy of Needs
32. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Threat detection
Prospect-Refuge
Gutenberg Diagram
Operant Conditioning
33. 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.
Readability
Redundancy
Fitts' Law
Uniform Connectedness
34. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Closure
Interference Effects
Framing
35. The debgree to which prose can be understood - based on the complexity of words and sentences.
Framing
Picture Superiority Effect
Legibility
Readability
36. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Closure
Constraint
Self- similarity
Confirmation
37. The time it takes to make a decision increases as the number of alternatives increases.
38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Readability
Visibility
Demand Characteristics
Entry Point
39. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Top- Down Lighting Bias
Defensible Space
Interference Effects
40. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Uniform Connectedness
Forgiveness
Entry Point
Waist to Hip Ratio
41. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hierarchy of Needs (Design)
Signal- to- Noise Ratio
Redundancy
Five Hat Racks
42. 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
Good Continuation
Placebo effect
Uncertainty Principle
43. 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.
Errors
Face- ism Ratio
Maslow's Hierarchy of Needs
Waist to Hip Ratio
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Archetype
Comparison
Prospect-Refuge
45. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Law of Pragnanz
Cognitive Dissonance
Halo Effect
46. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Framing
Form Follows Function
Halo Effect
Structural Forms
47. 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
Picture Superiority Effect
Forgiveness
Exposure Effect
48. A technique for bringing attention to an area of text or image.
Self- similarity
Highlighting
Accessibility
Classical Conditioning
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Picture Superiority Effect
Symmetry
Prototyping
Constraint
50. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Three- Dimensional Projection
Top- Down Lighting Bias
Uniform Connectedness
Iteration