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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. 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
Rosenthal Effect
Ockham's Razor
Attractiveness Bias
Common Fate
2. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Recognition over recall
Hawthorne Effect
Consistency
Orientation Sensitivity
3. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Affordance
Similarity
Good Continuation
4. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Forgiveness
Closure
Highlighting
5. Memory for recognizing things is better than memory for recalling things.
Threat detection
Recognition over recall
Mimicry
Iconic Representation
6. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Rosenthal Effect
Constancy
Prototyping
Five Hat Racks
7. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Top- Down Lighting Bias
Alignment
Hick's Law
8. 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
Layering
Proximity
Cost-Benefit
9. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Performance vs. Preference
Constraint
80/20 Rule
Prospect-Refuge
10. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Rosenthal Effect
Von Restorff Effect
Garbage In - Garbage Out
Control
11. Pictures are remembered better than words.
Picture Superiority Effect
Baby-Face Bias
Savanna Preference
Hierarchy of Needs (Design)
12. Elements that are similar are perceived to be more related than elements that are dissimilar.
Self- similarity
Inverted Pyramid
Similarity
Symmetry
13. 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.
Structural Forms
Constancy
Similarity
Savanna Preference
14. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Comparison
Development Cycle
Immersion
Normal Distribution
15. The process of using spatial and environmental information to navigate to a destination.
Pygmalion Effect
Wayfinding
Factor of Safety
Hierarchy of Needs (Design)
16. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Uncertainty Principle
Performance Load
Constraint
Good Continuation
17. Elements that are close together are percieved to be more related than elements that are farther apart.
Convergence
Proximity
Expectation Effect
Visibility
18. An attribute of an object that allows people to intuitively know how to use it
Redundancy
Hierarchy of Needs (Design)
Pygmalion Effect
Affordance
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Iteration
Picture Superiority Effect
Three- Dimensional Projection
Control
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Defensible Space
Normal Distribution
Form Follows Function
Entry Point
21. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Interference Effects
Archetype
Confirmation
Storytelling
22. A property of visual equivalence among elements in a form.
Savanna Preference
Symmetry
Rosenthal Effect
Framing
23. A property in which a form is made up of parts similar to the whole or to one another.
Mapping
Self- similarity
Affordance
Interference Effects
24. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Serial Position Effects
Progressive Disclosure
Uniform Connectedness
Life Cycle
25. The tendency for people to perform better or worse based on the expectations of another.
Performance Load
Pygmalion Effect
Comparison
Recognition over recall
26. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Recognition over recall
Progressive Disclosure
Satisficing
Law of Pragnanz
27. 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.)
Rosenthal Effect
Expectation Effect
Five Hat Racks
Self- similarity
28. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Confirmation
Defensible Space
Threat detection
29. 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.
Consistency
Feedback Loop
Rosenthal Effect
Weakest Link
30. A technique for bringing attention to an area of text or image.
Highlighting
Gutenberg Diagram
Pygmalion Effect
Picture Superiority Effect
31. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Fibonacci Sequence
Hierarchy
Form Follows Function
Performance Load
32. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Legibility
Threat detection
Similarity
Face- ism Ratio
33. 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.
Structural Forms
Feedback Loop
Serial Position Effects
Hawthorne Effect
34. A sequence of numbers in which each number is the sum of the preceding two.
Immersion
Rule of Thirds
Fibonacci Sequence
Hawthorne Effect
35. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Legibility
Highlighting
Exposure Effect
Classical Conditioning
36. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Iconic Representation
Highlighting
Defensible Space
Immersion
37. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Uniform Connectedness
Common Fate
Figure-Ground Relationship
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Forgiveness
Framing
Depth of Processing
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
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40. The tendency for people to behave differently when they know they are being studied
Performance vs. Preference
Hawthorne Effect
Prototyping
Prospect-Refuge
41. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Maslow's Hierarchy of Needs
Wayfinding
Redundancy
42. The usability of a system is improved when similar parts are expressed in similar ways.
Development Cycle
Consistency
Mental Model
Layering
43. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Law of Pragnanz
Normal Distribution
Good Continuation
Constancy
44. An original model on which something is patterned
Depth of Processing
Archetype
Life Cycle
Hierarchy of Needs (Design)
45. 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?)
Mimicry
Development Cycle
Factor of Safety
Cost-Benefit
46. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Factor of Safety
Gutenberg Diagram
Interference Effects
Forgiveness
47. 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.
Modularity
Hierarchy of Needs (Design)
Gutenberg Diagram
Proximity
48. The time required to move to a target is a function of the target size and distance to the target.
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49. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Constraint
Development Cycle
Shaping
50. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Entry Point
Prospect-Refuge
Exposure Effect
Progressive Disclosure