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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
Inverted Pyramid
Entry Point
Signal- to- Noise Ratio
Common Fate
2. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Form Follows Function
Garbage In - Garbage Out
Baby-Face Bias
Alignment
3. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Halo Effect
Confirmation
Life Cycle
Placebo effect
4. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Structural Forms
Prospect-Refuge
Prototyping
Uniform Connectedness
5. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Layering
Satisficing
Factor of Safety
Golden Ratio
6. 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.
Iconic Representation
Good Continuation
Factor of Safety
Operant Conditioning
7. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Self- similarity
Performance vs. Preference
Hierarchy
Demand Characteristics
8. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Orientation Sensitivity
Feedback Loop
Scaling Fallacy
Interference Effects
9. 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.
Mapping
Recognition over recall
Confirmation
Modularity
10. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Satisficing
Comparison
Recognition over recall
Prospect-Refuge
11. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Rule of Thirds
Closure
Convergence
12. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Common Fate
Normal Distribution
Forgiveness
Good Continuation
13. The relative ease with which a destination - idea - or concept may be reached.
Picture Superiority Effect
Face- ism Ratio
Flexibility-Usability Tradeoff
Accessibility
14. As the flexiblity of a system increases - its usability decreases.
Factor of Safety
Depth of Processing
Confirmation
Flexibility-Usability Tradeoff
15. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Uncertainty Principle
Mimicry
Forgiveness
Orientation Sensitivity
16. A tendency to see objects and patterns as 3D when certain visual cues are present.
Von Restorff Effect
Entry Point
Prospect-Refuge
Three- Dimensional Projection
17. 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.
Layering
Feedback Loop
Framing
Hierarchy of Needs (Design)
18. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Baby-Face Bias
Hierarchy
Readability
Immersion
19. There are five ways to organize information: Category - time - location - alphabet - and continuum.
80/20 Rule
Fitts' Law
Five Hat Racks
Self- similarity
20. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Uniform Connectedness
Immersion
Golden Ratio
21. The time it takes to make a decision increases as the number of alternatives increases.
22. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Ockham's Razor
Face- ism Ratio
Expectation Effect
23. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Flexibility-Usability Tradeoff
Face- ism Ratio
Cognitive Dissonance
Defensible Space
24. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Self- similarity
Uncertainty Principle
Normal Distribution
25. The debgree to which prose can be understood - based on the complexity of words and sentences.
Archetype
Readability
Garbage In - Garbage Out
Self- similarity
26. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Constancy
Cost-Benefit
Five Hat Racks
27. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Feedback Loop
Gutenberg Diagram
Uncertainty Principle
Prototyping
28. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Cognitive Dissonance
Operant Conditioning
80/20 Rule
Hierarchy
29. 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.
Immersion
Forgiveness
Serial Position Effects
Maslow's Hierarchy of Needs
30. 80% of the effects generated by any large system are caused by 20% of the variables.
Proximity
80/20 Rule
Good Continuation
Mental Model
31. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
32. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Affordance
Interference Effects
Good Continuation
Von Restorff Effect
33. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Signal- to- Noise Ratio
Performance vs. Preference
Highlighting
Waist to Hip Ratio
34. The usability of a system is improved when similar parts are expressed in similar ways.
Performance vs. Preference
Inverted Pyramid
Consistency
Wayfinding
35. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Accessibility
Errors
Constancy
Three- Dimensional Projection
36. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Rosenthal Effect
Gutenberg Diagram
Golden Ratio
Progressive Disclosure
37. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Gutenberg Diagram
Picture Superiority Effect
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
38. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Face- ism Ratio
Most Average Facial Appearance Effect
Archetype
Readability
39. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Framing
Factor of Safety
Forgiveness
Prototyping
40. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Storytelling
Confirmation
Picture Superiority Effect
Three- Dimensional Projection
41. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Control
Wayfinding
80/20 Rule
42. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Recognition over recall
Ockham's Razor
Three- Dimensional Projection
43. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Cognitive Dissonance
Structural Forms
Chunking
Classical Conditioning
44. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Structural Forms
Recognition over recall
Interference Effects
45. 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.
Defensible Space
Operant Conditioning
Chunking
Top- Down Lighting Bias
46. 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?)
Gutenberg Diagram
Cost-Benefit
Factor of Safety
Good Continuation
47. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Golden Ratio
Ockham's Razor
Attractiveness Bias
Constancy
48. People understand and interact with systems and environments based on mental representations developed from experience.
Expectation Effect
Scaling Fallacy
Attractiveness Bias
Mental Model
49. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Pygmalion Effect
Flexibility-Usability Tradeoff
Most Average Facial Appearance Effect
50. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Closure
Satisficing
Figure-Ground Relationship
Exposure Effect