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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 tendency to see objects and patterns as 3D when certain visual cues are present.
Pygmalion Effect
Affordance
Three- Dimensional Projection
Recognition over recall
2. The usability of a system is improved when similar parts are expressed in similar ways.
Progressive Disclosure
Feedback Loop
Consistency
Rosenthal Effect
3. The time required to move to a target is a function of the target size and distance to the target.
4. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Interference Effects
Depth of Processing
Fibonacci Sequence
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Modularity
Legibility
Expectation Effect
Cost-Benefit
6. 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.
Archetype
Hierarchy of Needs (Design)
Savanna Preference
Five Hat Racks
7. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Threat detection
Mapping
Uniform Connectedness
8. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Uniform Connectedness
Maslow's Hierarchy of Needs
Cost-Benefit
9. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Rosenthal Effect
Mimicry
Hierarchy
Good Continuation
10. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hawthorne Effect
Archetype
Comparison
Progressive Disclosure
11. 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.
Hierarchy of Needs (Design)
Visibility
Flexibility-Usability Tradeoff
Gutenberg Diagram
12. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Expectation Effect
Depth of Processing
Signal- to- Noise Ratio
Fibonacci Sequence
13. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Mnemonic Device
Convergence
Cognitive Dissonance
14. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Five Hat Racks
Performance vs. Preference
Layering
Baby-Face Bias
15. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Scaling Fallacy
Fibonacci Sequence
Entry Point
Law of Pragnanz
16. 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
Confirmation
Normal Distribution
Uncertainty Principle
17. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Mapping
Proximity
Serial Position Effects
18. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Progressive Disclosure
Fibonacci Sequence
Chunking
Defensible Space
19. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Golden Ratio
Recognition over recall
Confirmation
20. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Savanna Preference
Errors
Cognitive Dissonance
Scaling Fallacy
21. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Rosenthal Effect
Law of Pragnanz
Maslow's Hierarchy of Needs
Mnemonic Device
22. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Law of Pragnanz
Five Hat Racks
Prospect-Refuge
23. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Hierarchy
Comparison
Structural Forms
Hawthorne Effect
24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Exposure Effect
Uncertainty Principle
Control
Hierarchy
25. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Confirmation
Errors
Orientation Sensitivity
26. 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.
Redundancy
Factor of Safety
Wayfinding
Good Continuation
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.)
80/20 Rule
Good Continuation
Expectation Effect
Operant Conditioning
28. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Self- similarity
Cost-Benefit
Mnemonic Device
Threat detection
29. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Placebo effect
Modularity
Hierarchy
Gutenberg Diagram
30. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
80/20 Rule
Maslow's Hierarchy of Needs
Garbage In - Garbage Out
Satisficing
31. The use of pictorial images to improve the recognition and recall of signs and controls.
Defensible Space
Iconic Representation
Inverted Pyramid
Mental Model
32. People understand and interact with systems and environments based on mental representations developed from experience.
Orientation Sensitivity
Mental Model
Framing
Three- Dimensional Projection
33. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Wayfinding
Mapping
Uncertainty Principle
34. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Good Continuation
Placebo effect
Signal- to- Noise Ratio
35. 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
Garbage In - Garbage Out
Savanna Preference
Common Fate
Legibility
36. An action or ommission of action yielding an unintended result.
Defensible Space
Errors
Archetype
Maslow's Hierarchy of Needs
37. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Waist to Hip Ratio
Wayfinding
Performance vs. Preference
Weakest Link
38. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Flexibility-Usability Tradeoff
Halo Effect
Performance vs. Preference
Baby-Face Bias
39. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Convergence
Operant Conditioning
Halo Effect
40. 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
Exposure Effect
Factor of Safety
Life Cycle
41. A sequence of numbers in which each number is the sum of the preceding two.
Mapping
Self- similarity
Closure
Fibonacci Sequence
42. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Scaling Fallacy
Structural Forms
Threat detection
Placebo effect
43. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Savanna Preference
Normal Distribution
Accessibility
Orientation Sensitivity
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Comparison
Rule of Thirds
Iconic Representation
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Attractiveness Bias
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Development Cycle
46. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Hick's Law
Factor of Safety
80/20 Rule
Life Cycle
47. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Redundancy
Weakest Link
Highlighting
48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Symmetry
Placebo effect
Figure-Ground Relationship
Cognitive Dissonance
49. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Readability
Self- similarity
Mnemonic Device
Constancy
50. The time it takes to make a decision increases as the number of alternatives increases.