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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. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Signal- to- Noise Ratio
Figure-Ground Relationship
Flexibility-Usability Tradeoff
2. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Fibonacci Sequence
Iconic Representation
Orientation Sensitivity
3. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Face- ism Ratio
Control
Attractiveness Bias
Structural Forms
4. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Scaling Fallacy
Picture Superiority Effect
Accessibility
5. 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
Control
Attractiveness Bias
Closure
6. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Control
Von Restorff Effect
Constancy
Exposure Effect
7. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Modularity
Immersion
Rule of Thirds
Von Restorff Effect
8. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Entry Point
Top- Down Lighting Bias
Most Average Facial Appearance Effect
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.
Performance vs. Preference
Exposure Effect
Defensible Space
Structural Forms
10. A tendency to see objects and patterns as 3D when certain visual cues are present.
Hick's Law
Three- Dimensional Projection
Visibility
Threat detection
11. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Structural Forms
Gutenberg Diagram
Classical Conditioning
Fitts' Law
12. The debgree to which prose can be understood - based on the complexity of words and sentences.
Symmetry
Confirmation
Law of Pragnanz
Readability
13. 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
Demand Characteristics
Fitts' Law
Chunking
14. A property of visual equivalence among elements in a form.
Self- similarity
Symmetry
Interference Effects
Uniform Connectedness
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Three- Dimensional Projection
Self- similarity
Cost-Benefit
16. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Modularity
Rosenthal Effect
Mimicry
17. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Control
Interference Effects
Satisficing
18. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Expectation Effect
Law of Pragnanz
Readability
Archetype
19. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Similarity
Demand Characteristics
Modularity
Top- Down Lighting Bias
20. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Form Follows Function
Mnemonic Device
Storytelling
Cognitive Dissonance
21. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Normal Distribution
Readability
Satisficing
Face- ism Ratio
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Orientation Sensitivity
Recognition over recall
Layering
Most Average Facial Appearance Effect
23. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Framing
Exposure Effect
Symmetry
Depth of Processing
24. 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.
Hierarchy of Needs (Design)
Layering
Form Follows Function
Hawthorne Effect
25. 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.
Errors
Structural Forms
Mapping
Feedback Loop
26. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
27. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Readability
80/20 Rule
Cognitive Dissonance
28. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Alignment
Attractiveness Bias
Common Fate
Threat detection
29. A method of limiting the actions that can be performed on a system.
Immersion
Constraint
Forgiveness
Alignment
30. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Mapping
Immersion
Control
Wayfinding
31. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Storytelling
Mental Model
Expectation Effect
32. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Comparison
Figure-Ground Relationship
Highlighting
33. The usability of a system is improved when similar parts are expressed in similar ways.
Gutenberg Diagram
Consistency
Expectation Effect
Hick's Law
34. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Depth of Processing
Layering
Signal- to- Noise Ratio
Legibility
35. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Operant Conditioning
Development Cycle
Interference Effects
36. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Constraint
Inverted Pyramid
Orientation Sensitivity
Expectation Effect
37. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Serial Position Effects
Prospect-Refuge
Common Fate
Feedback Loop
38. Pictures are remembered better than words.
Most Average Facial Appearance Effect
Defensible Space
Picture Superiority Effect
Performance vs. Preference
39. An attribute of an object that allows people to intuitively know how to use it
Framing
Serial Position Effects
Iconic Representation
Affordance
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Structural Forms
Savanna Preference
Hick's Law
41. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Von Restorff Effect
Orientation Sensitivity
Modularity
Mnemonic Device
42. Memory for recognizing things is better than memory for recalling things.
Iteration
Recognition over recall
Golden Ratio
Legibility
43. The time it takes to make a decision increases as the number of alternatives increases.
44. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Framing
Closure
Cost-Benefit
Maslow's Hierarchy of Needs
45. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Law of Pragnanz
Uniform Connectedness
Modularity
46. A process of repeating a set of operation until a specific result is achieved.
Entry Point
Storytelling
Iteration
Accessibility
47. Patients experience treatment effects based on their belief that a treatment will work.
Cost-Benefit
Redundancy
Placebo effect
Proximity
48. Teachers treat students differently based on their expectations of how students will perform.
Hick's Law
Common Fate
Savanna Preference
Rosenthal Effect
49. The time required to move to a target is a function of the target size and distance to the target.
50. 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.
Performance Load
Savanna Preference
Halo Effect
Inverted Pyramid