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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 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.
Modularity
Fibonacci Sequence
Gutenberg Diagram
Serial Position Effects
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Alignment
Cognitive Dissonance
80/20 Rule
Readability
3. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Exposure Effect
Von Restorff Effect
Prototyping
4. 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
Hierarchy of Needs (Design)
Legibility
Redundancy
5. A process of repeating a set of operation until a specific result is achieved.
Scaling Fallacy
Confirmation
Iteration
Classical Conditioning
6. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hick's Law
Defensible Space
Accessibility
Von Restorff Effect
7. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Forgiveness
Closure
Hierarchy of Needs (Design)
Life Cycle
8. A tendency to see objects and patterns as 3D when certain visual cues are present.
Good Continuation
Wayfinding
Prospect-Refuge
Three- Dimensional Projection
9. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Three- Dimensional Projection
Normal Distribution
Constancy
Signal- to- Noise Ratio
10. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Constraint
Orientation Sensitivity
Maslow's Hierarchy of Needs
11. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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12. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Scaling Fallacy
Von Restorff Effect
Weakest Link
Forgiveness
13. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Face- ism Ratio
Performance vs. Preference
Framing
Satisficing
14. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Three- Dimensional Projection
Serial Position Effects
Recognition over recall
15. The usability of a system is improved when similar parts are expressed in similar ways.
Feedback Loop
Similarity
Consistency
Expectation Effect
16. Memory for recognizing things is better than memory for recalling things.
Life Cycle
Similarity
Recognition over recall
Hierarchy
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Feedback Loop
Chunking
Forgiveness
Control
18. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Immersion
Threat detection
Baby-Face Bias
Mapping
19. A property of visual equivalence among elements in a form.
Progressive Disclosure
Self- similarity
Weakest Link
Symmetry
20. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Framing
Hierarchy
Forgiveness
Life Cycle
21. Given a choice between functionally equivalent designs - the simplest design should be selected.
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22. As the flexiblity of a system increases - its usability decreases.
Garbage In - Garbage Out
Flexibility-Usability Tradeoff
Prospect-Refuge
Control
23. An action or ommission of action yielding an unintended result.
Hierarchy
Comparison
Immersion
Errors
24. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Constancy
Performance Load
Law of Pragnanz
Three- Dimensional Projection
25. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Orientation Sensitivity
Classical Conditioning
Common Fate
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Pygmalion Effect
Affordance
Mimicry
Structural Forms
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Fibonacci Sequence
Framing
Baby-Face Bias
28. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Proximity
Mental Model
Attractiveness Bias
Performance vs. Preference
29. 80% of the effects generated by any large system are caused by 20% of the variables.
Inverted Pyramid
Classical Conditioning
Similarity
80/20 Rule
30. 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.
Control
Life Cycle
Mapping
Good Continuation
31. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Mnemonic Device
Uniform Connectedness
Form Follows Function
32. The tendency for people to perform better or worse based on the expectations of another.
Signal- to- Noise Ratio
Satisficing
Uniform Connectedness
Pygmalion Effect
33. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Three- Dimensional Projection
Expectation Effect
Depth of Processing
34. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Hierarchy
Fitts' Law
Cognitive Dissonance
35. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Chunking
Shaping
Hierarchy
Hierarchy of Needs (Design)
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Closure
Iteration
Cognitive Dissonance
37. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Archetype
Rule of Thirds
Picture Superiority Effect
38. Pictures are remembered better than words.
Iconic Representation
Wayfinding
Shaping
Picture Superiority Effect
39. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Life Cycle
Self- similarity
Garbage In - Garbage Out
Classical Conditioning
40. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Iteration
Top- Down Lighting Bias
Hierarchy
Life Cycle
41. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Fibonacci Sequence
Fitts' Law
Form Follows Function
Garbage In - Garbage Out
42. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Constraint
Affordance
Operant Conditioning
Hawthorne Effect
43. The time required to move to a target is a function of the target size and distance to the target.
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44. 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
Feedback Loop
Convergence
Ockham's Razor
45. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Forgiveness
Cost-Benefit
Structural Forms
Prototyping
46. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Good Continuation
Constraint
Inverted Pyramid
Uncertainty Principle
47. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Readability
Expectation Effect
Symmetry
48. A technique for bringing attention to an area of text or image.
Prototyping
Highlighting
Legibility
Good Continuation
49. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Redundancy
Uniform Connectedness
Control
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Satisficing
Mental Model
Face- ism Ratio