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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. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Baby-Face Bias
Framing
Three- Dimensional Projection
2. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Form Follows Function
Cost-Benefit
Rosenthal Effect
3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Errors
Top- Down Lighting Bias
Constancy
Hierarchy
4. 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
Mental Model
Immersion
Garbage In - Garbage Out
5. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Iconic Representation
Serial Position Effects
Progressive Disclosure
Common Fate
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Hick's Law
Savanna Preference
Gutenberg Diagram
Chunking
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Baby-Face Bias
Placebo effect
Weakest Link
8. Pictures are remembered better than words.
Golden Ratio
Garbage In - Garbage Out
Storytelling
Picture Superiority Effect
9. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Chunking
Readability
Feedback Loop
10. A sequence of numbers in which each number is the sum of the preceding two.
Life Cycle
Convergence
Readability
Fibonacci Sequence
11. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Closure
Legibility
Development Cycle
Hawthorne Effect
12. 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.
Common Fate
Good Continuation
Layering
80/20 Rule
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Top- Down Lighting Bias
Hierarchy of Needs (Design)
Forgiveness
Iconic Representation
14. 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.)
Iconic Representation
Expectation Effect
Fitts' Law
Readability
15. Elements that are close together are percieved to be more related than elements that are farther apart.
Von Restorff Effect
Proximity
Cognitive Dissonance
Mimicry
16. 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.
Readability
Cost-Benefit
Chunking
Performance vs. Preference
17. 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
Feedback Loop
Immersion
Iteration
18. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Rule of Thirds
Consistency
Common Fate
19. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Constancy
Figure-Ground Relationship
Confirmation
Wayfinding
20. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Prototyping
Wayfinding
Ockham's Razor
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Top- Down Lighting Bias
Alignment
Forgiveness
22. A ratio within the elements of a form - such as height to width - approximating 0.618.
Progressive Disclosure
Defensible Space
Prototyping
Golden Ratio
23. The time required to move to a target is a function of the target size and distance to the target.
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24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Similarity
Proximity
Law of Pragnanz
Uncertainty Principle
25. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Entry Point
Closure
Baby-Face Bias
Shaping
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Depth of Processing
Closure
Performance Load
Garbage In - Garbage Out
27. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Expectation Effect
Attractiveness Bias
Waist to Hip Ratio
Most Average Facial Appearance Effect
28. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Garbage In - Garbage Out
Archetype
Exposure Effect
29. A property in which a form is made up of parts similar to the whole or to one another.
Confirmation
Rule of Thirds
Self- similarity
Storytelling
30. 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.
Depth of Processing
Most Average Facial Appearance Effect
Savanna Preference
Wayfinding
31. A technique for bringing attention to an area of text or image.
Highlighting
Constancy
Pygmalion Effect
Immersion
32. The usability of a system is improved when its status and methods of use are clearly visible.
Serial Position Effects
Readability
Entry Point
Visibility
33. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Proximity
Entry Point
Halo Effect
34. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Structural Forms
Expectation Effect
Hawthorne Effect
35. Memory for recognizing things is better than memory for recalling things.
Fibonacci Sequence
Recognition over recall
Proximity
Closure
36. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Alignment
Form Follows Function
Immersion
37. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Similarity
Halo Effect
Affordance
Convergence
38. A method of limiting the actions that can be performed on a system.
Baby-Face Bias
Constraint
Most Average Facial Appearance Effect
Chunking
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.
Depth of Processing
Top- Down Lighting Bias
Defensible Space
Waist to Hip Ratio
40. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Inverted Pyramid
Factor of Safety
Uniform Connectedness
Layering
41. The use of pictorial images to improve the recognition and recall of signs and controls.
Good Continuation
Legibility
Iconic Representation
Hawthorne Effect
42. The tendency for people to perform better or worse based on the expectations of another.
Expectation Effect
Performance vs. Preference
Attractiveness Bias
Pygmalion Effect
43. An original model on which something is patterned
Archetype
Exposure Effect
Operant Conditioning
Picture Superiority Effect
44. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Golden Ratio
Five Hat Racks
Closure
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
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46. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Top- Down Lighting Bias
Cognitive Dissonance
Inverted Pyramid
Factor of Safety
47. An action or ommission of action yielding an unintended result.
Errors
Similarity
Form Follows Function
Orientation Sensitivity
48. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Self- similarity
Hierarchy
Exposure Effect
Ockham's Razor
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.
Structural Forms
Hierarchy of Needs (Design)
Defensible Space
Closure
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Similarity
Factor of Safety
Chunking
Inverted Pyramid