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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 phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hierarchy of Needs (Design)
Interference Effects
Prototyping
Common Fate
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Comparison
Von Restorff Effect
Classical Conditioning
Hierarchy
3. Memory for recognizing things is better than memory for recalling things.
Consistency
Inverted Pyramid
Control
Recognition over recall
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Serial Position Effects
Proximity
Classical Conditioning
Iconic Representation
5. 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
Hawthorne Effect
Three- Dimensional Projection
Accessibility
6. An attribute of an object that allows people to intuitively know how to use it
Waist to Hip Ratio
Affordance
Structural Forms
Halo Effect
7. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Uniform Connectedness
Top- Down Lighting Bias
Signal- to- Noise Ratio
Closure
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Confirmation
80/20 Rule
Hierarchy
Signal- to- Noise Ratio
9. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Interference Effects
Figure-Ground Relationship
Entry Point
10. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Entry Point
Iteration
Prospect-Refuge
Baby-Face Bias
11. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Classical Conditioning
Accessibility
Garbage In - Garbage Out
12. 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.)
Law of Pragnanz
Form Follows Function
Orientation Sensitivity
Expectation Effect
13. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Satisficing
Progressive Disclosure
Rule of Thirds
Cognitive Dissonance
14. 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.
Prospect-Refuge
Good Continuation
Scaling Fallacy
Development Cycle
15. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Top- Down Lighting Bias
Proximity
Consistency
Storytelling
16. An original model on which something is patterned
Most Average Facial Appearance Effect
Face- ism Ratio
Three- Dimensional Projection
Archetype
17. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Similarity
Comparison
Most Average Facial Appearance Effect
Constancy
18. Given a choice between functionally equivalent designs - the simplest design should be selected.
19. The tendency for people to perform better or worse based on the expectations of another.
Weakest Link
Attractiveness Bias
Operant Conditioning
Pygmalion Effect
20. A method of limiting the actions that can be performed on a system.
Symmetry
Garbage In - Garbage Out
Classical Conditioning
Constraint
21. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Five Hat Racks
Interference Effects
Forgiveness
Exposure Effect
22. 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.
Uniform Connectedness
Common Fate
Alignment
Chunking
23. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Face- ism Ratio
Shaping
Hierarchy
Confirmation
24. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Modularity
Life Cycle
Hierarchy of Needs (Design)
Three- Dimensional Projection
25. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Readability
Highlighting
Common Fate
Figure-Ground Relationship
26. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Ockham's Razor
Layering
Interference Effects
Hierarchy
27. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
28. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Signal- to- Noise Ratio
Baby-Face Bias
Defensible Space
29. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Cognitive Dissonance
Modularity
Waist to Hip Ratio
Maslow's Hierarchy of Needs
30. The tendency for people to behave differently when they know they are being studied
Satisficing
Forgiveness
Attractiveness Bias
Hawthorne Effect
31. An action or ommission of action yielding an unintended result.
Halo Effect
Errors
Defensible Space
80/20 Rule
32. 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.
Archetype
Performance vs. Preference
Waist to Hip Ratio
Baby-Face Bias
33. The quality of system output is dependent on the quality of system input.
Attractiveness Bias
Garbage In - Garbage Out
Baby-Face Bias
Hawthorne Effect
34. Teachers treat students differently based on their expectations of how students will perform.
Life Cycle
Rosenthal Effect
Storytelling
Uncertainty Principle
35. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Storytelling
Attractiveness Bias
Form Follows Function
Exposure Effect
36. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Forgiveness
Redundancy
Inverted Pyramid
37. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Mapping
Waist to Hip Ratio
Errors
Law of Pragnanz
38. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Structural Forms
Waist to Hip Ratio
Uniform Connectedness
Performance Load
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Uncertainty Principle
Gutenberg Diagram
Expectation Effect
Wayfinding
40. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Constraint
Symmetry
Five Hat Racks
Hierarchy
41. Elements that are similar are perceived to be more related than elements that are dissimilar.
Serial Position Effects
Iconic Representation
Rule of Thirds
Similarity
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Ockham's Razor
Iconic Representation
Comparison
Flexibility-Usability Tradeoff
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Savanna Preference
Entry Point
Depth of Processing
Forgiveness
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Classical Conditioning
Development Cycle
Scaling Fallacy
Performance Load
45. A ratio within the elements of a form - such as height to width - approximating 0.618.
Accessibility
Hierarchy of Needs (Design)
Maslow's Hierarchy of Needs
Golden Ratio
46. The time required to move to a target is a function of the target size and distance to the target.
47. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Threat detection
Mapping
Hick's Law
Entry Point
48. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Hierarchy of Needs (Design)
Demand Characteristics
Satisficing
49. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Constancy
Satisficing
Prospect-Refuge
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.
Layering
Scaling Fallacy
Normal Distribution
Immersion