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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. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Fibonacci Sequence
Storytelling
Demand Characteristics
2. People understand and interact with systems and environments based on mental representations developed from experience.
Mimicry
Gutenberg Diagram
Mental Model
Normal Distribution
3. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Hawthorne Effect
Inverted Pyramid
Prospect-Refuge
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Comparison
Golden Ratio
Iconic Representation
Prospect-Refuge
5. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Fibonacci Sequence
Good Continuation
Mimicry
6. The tendency for people to behave differently when they know they are being studied
Consistency
Symmetry
Hierarchy
Hawthorne Effect
7. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Immersion
Iteration
Recognition over recall
8. Given a choice between functionally equivalent designs - the simplest design should be selected.
9. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Interference Effects
Attractiveness Bias
Wayfinding
10. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Exposure Effect
Hick's Law
Von Restorff Effect
Orientation Sensitivity
11. Elements that are close together are percieved to be more related than elements that are farther apart.
Self- similarity
Waist to Hip Ratio
Performance Load
Proximity
12. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Top- Down Lighting Bias
Symmetry
Savanna Preference
13. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Attractiveness Bias
Iteration
Fibonacci Sequence
Inverted Pyramid
14. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Wayfinding
Similarity
Modularity
Prototyping
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Constraint
Development Cycle
Uncertainty Principle
Recognition over recall
16. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Orientation Sensitivity
Framing
Demand Characteristics
17. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Control
Top- Down Lighting Bias
Symmetry
Orientation Sensitivity
18. 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.
Mapping
Mnemonic Device
Good Continuation
Hawthorne Effect
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Inverted Pyramid
Exposure Effect
Gutenberg Diagram
Savanna Preference
20. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Legibility
Chunking
Attractiveness Bias
Cognitive Dissonance
21. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Development Cycle
Baby-Face Bias
Von Restorff Effect
Top- Down Lighting Bias
22. 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.
Uniform Connectedness
Pygmalion Effect
Attractiveness Bias
Mapping
23. Elements that are similar are perceived to be more related than elements that are dissimilar.
Normal Distribution
Waist to Hip Ratio
Similarity
Progressive Disclosure
24. 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.
Uncertainty Principle
Most Average Facial Appearance Effect
Inverted Pyramid
Waist to Hip Ratio
25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Operant Conditioning
Waist to Hip Ratio
Gutenberg Diagram
Forgiveness
26. As the flexiblity of a system increases - its usability decreases.
Performance Load
Structural Forms
Flexibility-Usability Tradeoff
Threat detection
27. 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.
Operant Conditioning
Iconic Representation
Life Cycle
Savanna Preference
28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Closure
Control
Satisficing
Convergence
29. A process of repeating a set of operation until a specific result is achieved.
80/20 Rule
Top- Down Lighting Bias
Face- ism Ratio
Iteration
30. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Law of Pragnanz
Redundancy
Hierarchy of Needs (Design)
31. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Hierarchy
Serial Position Effects
Operant Conditioning
32. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Layering
Classical Conditioning
Performance vs. Preference
Face- ism Ratio
33. 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
Highlighting
Operant Conditioning
Similarity
34. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Accessibility
Archetype
Errors
Performance Load
35. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Orientation Sensitivity
Recognition over recall
Normal Distribution
Comparison
36. 80% of the effects generated by any large system are caused by 20% of the variables.
Maslow's Hierarchy of Needs
Inverted Pyramid
Cognitive Dissonance
80/20 Rule
37. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Good Continuation
Rule of Thirds
Accessibility
Errors
38. 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.
Progressive Disclosure
Recognition over recall
Feedback Loop
Self- similarity
39. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Prospect-Refuge
Interference Effects
Mimicry
40. 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.
Form Follows Function
Maslow's Hierarchy of Needs
Hierarchy of Needs (Design)
Good Continuation
41. An attribute of an object that allows people to intuitively know how to use it
Three- Dimensional Projection
Five Hat Racks
Rule of Thirds
Affordance
42. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Symmetry
Threat detection
Five Hat Racks
Entry Point
43. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Von Restorff Effect
Uniform Connectedness
Demand Characteristics
Mapping
44. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Prospect-Refuge
Readability
Figure-Ground Relationship
Law of Pragnanz
45. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
80/20 Rule
Garbage In - Garbage Out
Exposure Effect
46. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Alignment
Closure
Interference Effects
Demand Characteristics
47. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Good Continuation
Storytelling
Scaling Fallacy
Control
48. 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)
Operant Conditioning
Halo Effect
Archetype
Scaling Fallacy
49. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Recognition over recall
Operant Conditioning
Placebo effect
Modularity
50. A sequence of numbers in which each number is the sum of the preceding two.
Iconic Representation
Feedback Loop
Fibonacci Sequence
Wayfinding