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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 usability of a system is improved when its status and methods of use are clearly visible.
Good Continuation
Picture Superiority Effect
Visibility
Hick's Law
2. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Readability
Iconic Representation
Comparison
Face- ism Ratio
3. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Law of Pragnanz
Prototyping
Weakest Link
Top- Down Lighting Bias
4. A process in which similar characteristics evolve independently in multiple systems.
Control
Defensible Space
Operant Conditioning
Convergence
5. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Scaling Fallacy
Forgiveness
Normal Distribution
6. An original model on which something is patterned
Legibility
Archetype
Flexibility-Usability Tradeoff
Entry Point
7. 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)
Chunking
Scaling Fallacy
Orientation Sensitivity
Gutenberg Diagram
8. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Exposure Effect
Control
Cognitive Dissonance
Common Fate
9. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Satisficing
Life Cycle
Similarity
Structural Forms
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mimicry
Hierarchy
Attractiveness Bias
Threat detection
11. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Ockham's Razor
Visibility
Pygmalion Effect
Signal- to- Noise Ratio
12. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Pygmalion Effect
Highlighting
Archetype
13. 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.
Cognitive Dissonance
Golden Ratio
Redundancy
Forgiveness
14. Memory for recognizing things is better than memory for recalling things.
Expectation Effect
Recognition over recall
Storytelling
Constraint
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Errors
Accessibility
Inverted Pyramid
Most Average Facial Appearance Effect
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Performance vs. Preference
Accessibility
Readability
Wayfinding
17. 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.
Alignment
Shaping
Fitts' Law
Savanna Preference
18. 80% of the effects generated by any large system are caused by 20% of the variables.
Placebo effect
80/20 Rule
Immersion
Orientation Sensitivity
19. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Orientation Sensitivity
Development Cycle
Constraint
Confirmation
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Defensible Space
Entry Point
Hierarchy
Cost-Benefit
21. A sequence of numbers in which each number is the sum of the preceding two.
Structural Forms
Uncertainty Principle
Fibonacci Sequence
Consistency
22. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Visibility
Control
Prototyping
Five Hat Racks
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Confirmation
Mimicry
Baby-Face Bias
Rosenthal Effect
24. The process of using spatial and environmental information to navigate to a destination.
Similarity
Demand Characteristics
Wayfinding
Mnemonic Device
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Comparison
Forgiveness
Demand Characteristics
Gutenberg Diagram
26. Patients experience treatment effects based on their belief that a treatment will work.
Threat detection
Placebo effect
Interference Effects
Structural Forms
27. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Storytelling
Redundancy
Weakest Link
Rule of Thirds
28. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Fibonacci Sequence
Layering
Framing
29. Given a choice between functionally equivalent designs - the simplest design should be selected.
30. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Performance Load
Convergence
Inverted Pyramid
Von Restorff Effect
31. The time it takes to make a decision increases as the number of alternatives increases.
32. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Halo Effect
Most Average Facial Appearance Effect
Development Cycle
Orientation Sensitivity
33. As the flexiblity of a system increases - its usability decreases.
Threat detection
Flexibility-Usability Tradeoff
Classical Conditioning
Ockham's Razor
34. A tendency to see objects and patterns as 3D when certain visual cues are present.
Highlighting
Maslow's Hierarchy of Needs
Three- Dimensional Projection
Accessibility
35. An action or ommission of action yielding an unintended result.
Errors
Prospect-Refuge
Halo Effect
Fibonacci Sequence
36. The tendency for people to perform better or worse based on the expectations of another.
Comparison
Uniform Connectedness
Similarity
Pygmalion Effect
37. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Shaping
Legibility
Satisficing
Mnemonic Device
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Iconic Representation
Picture Superiority Effect
Operant Conditioning
Feedback Loop
39. 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
Proximity
Hick's Law
Iconic Representation
40. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Convergence
Garbage In - Garbage Out
Flexibility-Usability Tradeoff
41. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Figure-Ground Relationship
Life Cycle
Depth of Processing
Classical Conditioning
42. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Hick's Law
Five Hat Racks
Readability
Face- ism Ratio
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Framing
Forgiveness
Layering
Law of Pragnanz
44. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Structural Forms
Highlighting
Uniform Connectedness
45. A process of repeating a set of operation until a specific result is achieved.
Hick's Law
Redundancy
Iteration
Legibility
46. 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.
Closure
Von Restorff Effect
Savanna Preference
Good Continuation
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Hawthorne Effect
80/20 Rule
Life Cycle
Five Hat Racks
48. A property of visual equivalence among elements in a form.
Highlighting
Symmetry
Garbage In - Garbage Out
Attractiveness Bias
49. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Fibonacci Sequence
Mapping
Operant Conditioning
Mnemonic Device
50. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Recognition over recall
Classical Conditioning
Satisficing
Halo Effect