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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. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Forgiveness
Waist to Hip Ratio
Life Cycle
Mimicry
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Proximity
Life Cycle
Closure
Five Hat Racks
3. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Entry Point
Scaling Fallacy
Performance vs. Preference
4. 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.
Redundancy
Feedback Loop
Chunking
Placebo effect
5. A tendency to see objects and patterns as 3D when certain visual cues are present.
Cost-Benefit
Three- Dimensional Projection
Pygmalion Effect
Five Hat Racks
6. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Baby-Face Bias
Gutenberg Diagram
Hierarchy
Errors
7. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Maslow's Hierarchy of Needs
Closure
Rule of Thirds
Orientation Sensitivity
8. Elements that are similar are perceived to be more related than elements that are dissimilar.
Shaping
Prospect-Refuge
Similarity
Common Fate
9. 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.
Highlighting
Hierarchy of Needs (Design)
Cost-Benefit
Forgiveness
10. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Affordance
Hawthorne Effect
Cost-Benefit
11. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Figure-Ground Relationship
Shaping
Prototyping
Entry Point
12. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Alignment
Normal Distribution
Attractiveness Bias
Archetype
13. 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.
Serial Position Effects
Normal Distribution
Interference Effects
Von Restorff Effect
14. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Performance vs. Preference
Similarity
Feedback Loop
Alignment
15. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Garbage In - Garbage Out
Constraint
Life Cycle
Legibility
16. The tendency for people to behave differently when they know they are being studied
Normal Distribution
Proximity
Hawthorne Effect
Halo Effect
17. 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.
Interference Effects
Recognition over recall
Good Continuation
Halo Effect
18. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prototyping
Accessibility
Law of Pragnanz
Halo Effect
19. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
20. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Redundancy
Mapping
Readability
Performance Load
21. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Hierarchy
Layering
Operant Conditioning
Storytelling
22. Teachers treat students differently based on their expectations of how students will perform.
Weakest Link
Garbage In - Garbage Out
Five Hat Racks
Rosenthal Effect
23. Elements that are close together are percieved to be more related than elements that are farther apart.
Legibility
Form Follows Function
Uncertainty Principle
Proximity
24. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Von Restorff Effect
Flexibility-Usability Tradeoff
Gutenberg Diagram
25. The process of using spatial and environmental information to navigate to a destination.
Placebo effect
Hierarchy of Needs (Design)
Wayfinding
Rosenthal Effect
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Weakest Link
Mimicry
Figure-Ground Relationship
27. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Five Hat Racks
Confirmation
Interference Effects
28. 80% of the effects generated by any large system are caused by 20% of the variables.
Prospect-Refuge
80/20 Rule
Inverted Pyramid
Wayfinding
29. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Factor of Safety
Most Average Facial Appearance Effect
Feedback Loop
Fibonacci Sequence
30. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Feedback Loop
Mnemonic Device
Attractiveness Bias
Hierarchy of Needs (Design)
31. 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?)
Weakest Link
Cost-Benefit
Scaling Fallacy
Inverted Pyramid
32. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Gutenberg Diagram
Top- Down Lighting Bias
Interference Effects
Forgiveness
33. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Golden Ratio
Development Cycle
Operant Conditioning
Law of Pragnanz
34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Performance Load
Cognitive Dissonance
Confirmation
Proximity
35. A property of visual equivalence among elements in a form.
Baby-Face Bias
Symmetry
Immersion
Comparison
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Errors
Closure
Garbage In - Garbage Out
Most Average Facial Appearance Effect
37. The quality of system output is dependent on the quality of system input.
Law of Pragnanz
Legibility
Weakest Link
Garbage In - Garbage Out
38. The relative ease with which a destination - idea - or concept may be reached.
Prototyping
Mnemonic Device
Immersion
Accessibility
39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Uncertainty Principle
Three- Dimensional Projection
Classical Conditioning
Comparison
40. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mnemonic Device
Constancy
Gutenberg Diagram
Good Continuation
41. A technique that influences decision making and judgement by manipulating the way information is presented.
Exposure Effect
Good Continuation
Framing
Common Fate
42. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Maslow's Hierarchy of Needs
Performance Load
Weakest Link
Demand Characteristics
43. The time required to move to a target is a function of the target size and distance to the target.
44. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Gutenberg Diagram
Most Average Facial Appearance Effect
Expectation Effect
Control
45. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Hierarchy of Needs (Design)
Uniform Connectedness
Similarity
Satisficing
46. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Garbage In - Garbage Out
Fibonacci Sequence
Factor of Safety
Threat detection
47. An action or ommission of action yielding an unintended result.
Good Continuation
Errors
Prospect-Refuge
Face- ism Ratio
48. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Ockham's Razor
Face- ism Ratio
Uncertainty Principle
Progressive Disclosure
49. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Development Cycle
Modularity
Hierarchy
Mental Model
50. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mnemonic Device
Constancy
Immersion
Framing