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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
Proximity
Signal- to- Noise Ratio
Common Fate
2. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Demand Characteristics
Chunking
Uniform Connectedness
Three- Dimensional Projection
3. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Constancy
Fitts' Law
Life Cycle
Comparison
4. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Common Fate
Inverted Pyramid
Mapping
Golden Ratio
5. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Hierarchy of Needs (Design)
Law of Pragnanz
Normal Distribution
Demand Characteristics
6. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Orientation Sensitivity
Framing
Classical Conditioning
Mimicry
7. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Mnemonic Device
Expectation Effect
Classical Conditioning
Prototyping
8. 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.
Garbage In - Garbage Out
Storytelling
Modularity
Serial Position Effects
9. The process of using spatial and environmental information to navigate to a destination.
Savanna Preference
Immersion
Mapping
Wayfinding
10. 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.
Confirmation
Forgiveness
Mapping
Factor of Safety
11. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Gutenberg Diagram
Inverted Pyramid
Hierarchy
Modularity
12. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Symmetry
Iteration
Picture Superiority Effect
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Progressive Disclosure
Comparison
Forgiveness
Mental Model
14. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Gutenberg Diagram
Development Cycle
Law of Pragnanz
15. A process of repeating a set of operation until a specific result is achieved.
Placebo effect
Attractiveness Bias
Threat detection
Iteration
16. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Storytelling
Operant Conditioning
Uncertainty Principle
Closure
17. Memory for recognizing things is better than memory for recalling things.
Prototyping
Form Follows Function
Immersion
Recognition over recall
18. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Weakest Link
Face- ism Ratio
Constancy
Three- Dimensional Projection
19. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Prototyping
Control
Rule of Thirds
Gutenberg Diagram
20. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Good Continuation
Shaping
Uncertainty Principle
Visibility
21. A property of visual equivalence among elements in a form.
Demand Characteristics
Law of Pragnanz
Symmetry
Mimicry
22. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Three- Dimensional Projection
Cost-Benefit
Structural Forms
Archetype
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Garbage In - Garbage Out
Chunking
Baby-Face Bias
Mental Model
24. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Visibility
Readability
Iconic Representation
Immersion
25. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Shaping
Good Continuation
Forgiveness
26. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Operant Conditioning
Modularity
Face- ism Ratio
Cost-Benefit
27. A technique that influences decision making and judgement by manipulating the way information is presented.
Defensible Space
Ockham's Razor
Framing
Confirmation
28. The time required to move to a target is a function of the target size and distance to the target.
29. 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.
Most Average Facial Appearance Effect
Entry Point
Good Continuation
Progressive Disclosure
30. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Uniform Connectedness
Cognitive Dissonance
Development Cycle
Picture Superiority Effect
31. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Mental Model
Control
Performance Load
32. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Redundancy
Form Follows Function
Entry Point
Modularity
33. 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.
Maslow's Hierarchy of Needs
Pygmalion Effect
Closure
Chunking
34. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mnemonic Device
Interference Effects
Flexibility-Usability Tradeoff
Hawthorne Effect
35. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Highlighting
Top- Down Lighting Bias
Entry Point
Interference Effects
36. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Archetype
Comparison
Constancy
37. The debgree to which prose can be understood - based on the complexity of words and sentences.
Constancy
Common Fate
Readability
Halo Effect
38. 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.
Mapping
Factor of Safety
Hierarchy of Needs (Design)
Defensible Space
39. 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.
Alignment
Cognitive Dissonance
Waist to Hip Ratio
Affordance
40. 80% of the effects generated by any large system are caused by 20% of the variables.
Face- ism Ratio
80/20 Rule
Uniform Connectedness
Picture Superiority Effect
41. 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?)
Cost-Benefit
Highlighting
Modularity
Three- Dimensional Projection
42. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Confirmation
Comparison
Common Fate
Weakest Link
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Inverted Pyramid
Hierarchy
Good Continuation
44. A sequence of numbers in which each number is the sum of the preceding two.
Framing
Symmetry
Accessibility
Fibonacci Sequence
45. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Affordance
Rule of Thirds
Factor of Safety
Normal Distribution
46. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Rosenthal Effect
Attractiveness Bias
Von Restorff Effect
47. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Common Fate
Orientation Sensitivity
Threat detection
Defensible Space
48. An attribute of an object that allows people to intuitively know how to use it
Mimicry
Cost-Benefit
Gutenberg Diagram
Affordance
49. Pictures are remembered better than words.
Picture Superiority Effect
Constancy
Closure
Layering
50. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constraint
Constancy
Waist to Hip Ratio
Recognition over recall