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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Maslow's Hierarchy of Needs
Structural Forms
Five Hat Racks
Common Fate
2. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Defensible Space
Pygmalion Effect
Structural Forms
Rule of Thirds
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Top- Down Lighting Bias
Most Average Facial Appearance Effect
Performance vs. Preference
Hawthorne Effect
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Flexibility-Usability Tradeoff
Scaling Fallacy
Hierarchy of Needs (Design)
Constancy
5. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Consistency
Operant Conditioning
Prototyping
Fitts' Law
6. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Wayfinding
Mnemonic Device
Proximity
Consistency
7. Patients experience treatment effects based on their belief that a treatment will work.
Five Hat Racks
Placebo effect
Orientation Sensitivity
Entry Point
8. Elements that are similar are perceived to be more related than elements that are dissimilar.
Normal Distribution
Similarity
Wayfinding
Classical Conditioning
9. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Signal- to- Noise Ratio
Uncertainty Principle
Self- similarity
10. 80% of the effects generated by any large system are caused by 20% of the variables.
Readability
Ockham's Razor
Hawthorne Effect
80/20 Rule
11. 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
Scaling Fallacy
Satisficing
Picture Superiority Effect
12. A sequence of numbers in which each number is the sum of the preceding two.
Scaling Fallacy
Fibonacci Sequence
Picture Superiority Effect
Law of Pragnanz
13. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Satisficing
Most Average Facial Appearance Effect
Layering
Hierarchy
14. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Life Cycle
Golden Ratio
Feedback Loop
Mimicry
15. Memory for recognizing things is better than memory for recalling things.
Form Follows Function
Recognition over recall
Scaling Fallacy
Proximity
16. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Demand Characteristics
Fibonacci Sequence
Von Restorff Effect
Mimicry
17. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Fitts' Law
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Mimicry
18. The time it takes to make a decision increases as the number of alternatives increases.
19. 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.
Good Continuation
Readability
Golden Ratio
Serial Position Effects
20. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Performance Load
Attractiveness Bias
Face- ism Ratio
Mimicry
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Depth of Processing
Inverted Pyramid
Affordance
Fitts' Law
22. The tendency for people to perform better or worse based on the expectations of another.
Uniform Connectedness
Pygmalion Effect
Wayfinding
Legibility
23. People understand and interact with systems and environments based on mental representations developed from experience.
Exposure Effect
Uniform Connectedness
Placebo effect
Mental Model
24. Given a choice between functionally equivalent designs - the simplest design should be selected.
25. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Top- Down Lighting Bias
Interference Effects
Waist to Hip Ratio
Confirmation
26. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Classical Conditioning
Hawthorne Effect
Performance vs. Preference
Rule of Thirds
27. The time required to move to a target is a function of the target size and distance to the target.
28. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Modularity
Von Restorff Effect
Law of Pragnanz
Chunking
29. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Readability
Golden Ratio
Proximity
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.
Weakest Link
Savanna Preference
Rosenthal Effect
Iconic Representation
31. 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.
Iteration
Placebo effect
Feedback Loop
Control
32. 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
Structural Forms
80/20 Rule
Confirmation
33. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Chunking
Fibonacci Sequence
Expectation Effect
34. A method of limiting the actions that can be performed on a system.
Constraint
Cognitive Dissonance
Modularity
Closure
35. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mental Model
Most Average Facial Appearance Effect
Halo Effect
Waist to Hip Ratio
36. An action or ommission of action yielding an unintended result.
Satisficing
Errors
Storytelling
Mental Model
37. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Placebo effect
Entry Point
Chunking
Rosenthal Effect
38. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Gutenberg Diagram
Prototyping
Iconic Representation
Placebo effect
39. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Feedback Loop
Operant Conditioning
Symmetry
40. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Depth of Processing
Uncertainty Principle
Chunking
41. A process of repeating a set of operation until a specific result is achieved.
Mental Model
Errors
Development Cycle
Iteration
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)
Face- ism Ratio
Cognitive Dissonance
Storytelling
Three- Dimensional Projection
43. The relative ease with which a destination - idea - or concept may be reached.
Face- ism Ratio
Accessibility
Redundancy
Hierarchy of Needs (Design)
44. As the flexiblity of a system increases - its usability decreases.
Ockham's Razor
Orientation Sensitivity
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
45. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
80/20 Rule
Form Follows Function
Savanna Preference
46. The quality of system output is dependent on the quality of system input.
Scaling Fallacy
Garbage In - Garbage Out
Errors
Forgiveness
47. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Framing
Demand Characteristics
Prospect-Refuge
Halo Effect
48. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Savanna Preference
Hierarchy
80/20 Rule
Chunking
49. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Golden Ratio
Law of Pragnanz
Prospect-Refuge
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Satisficing
Defensible Space
Picture Superiority Effect
Form Follows Function