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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. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Attractiveness Bias
Gutenberg Diagram
Mimicry
Inverted Pyramid
2. 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
Hierarchy of Needs (Design)
Satisficing
Mapping
3. A tendency to see objects and patterns as 3D when certain visual cues are present.
Proximity
Three- Dimensional Projection
Pygmalion Effect
Interference Effects
4. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Alignment
Prototyping
Forgiveness
Depth of Processing
5. A process of repeating a set of operation until a specific result is achieved.
Iteration
80/20 Rule
Redundancy
Symmetry
6. A technique that influences decision making and judgement by manipulating the way information is presented.
Maslow's Hierarchy of Needs
Framing
Rosenthal Effect
Attractiveness Bias
7. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Framing
Comparison
Performance Load
8. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
9. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Visibility
Accessibility
Life Cycle
Serial Position Effects
10. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Legibility
Progressive Disclosure
Wayfinding
11. Pictures are remembered better than words.
Picture Superiority Effect
Legibility
Progressive Disclosure
Serial Position Effects
12. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Accessibility
Signal- to- Noise Ratio
Factor of Safety
Picture Superiority Effect
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Rosenthal Effect
Top- Down Lighting Bias
Progressive Disclosure
Halo Effect
14. An action or ommission of action yielding an unintended result.
Errors
Attractiveness Bias
Confirmation
Forgiveness
15. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Mental Model
Mnemonic Device
Progressive Disclosure
Most Average Facial Appearance Effect
16. An attribute of an object that allows people to intuitively know how to use it
Alignment
Affordance
Factor of Safety
Hick's Law
17. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Form Follows Function
Constraint
Storytelling
Fitts' Law
18. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Maslow's Hierarchy of Needs
Similarity
Scaling Fallacy
Performance vs. Preference
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Common Fate
Ockham's Razor
Flexibility-Usability Tradeoff
Defensible Space
20. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Iteration
Factor of Safety
Attractiveness Bias
Savanna Preference
21. The time it takes to make a decision increases as the number of alternatives increases.
22. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Accessibility
Rosenthal Effect
Fibonacci Sequence
Exposure Effect
23. A ratio within the elements of a form - such as height to width - approximating 0.618.
Law of Pragnanz
Proximity
Expectation Effect
Golden Ratio
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Similarity
Self- similarity
Interference Effects
Weakest Link
25. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Interference Effects
Attractiveness Bias
Similarity
26. A method of limiting the actions that can be performed on a system.
Feedback Loop
Highlighting
Picture Superiority Effect
Constraint
27. 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.
Performance Load
Self- similarity
Shaping
Feedback Loop
28. Teachers treat students differently based on their expectations of how students will perform.
Self- similarity
Threat detection
Rosenthal Effect
Hawthorne Effect
29. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Classical Conditioning
Scaling Fallacy
Prospect-Refuge
Feedback Loop
30. The relative ease with which a destination - idea - or concept may be reached.
Redundancy
Feedback Loop
Signal- to- Noise Ratio
Accessibility
31. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Von Restorff Effect
Top- Down Lighting Bias
Fibonacci Sequence
Pygmalion Effect
32. 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.
Savanna Preference
Redundancy
Most Average Facial Appearance Effect
Interference Effects
33. The tendency for people to perform better or worse based on the expectations of another.
Baby-Face Bias
Pygmalion Effect
Visibility
Law of Pragnanz
34. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Threat detection
Mnemonic Device
Life Cycle
Maslow's Hierarchy of Needs
35. A technique for bringing attention to an area of text or image.
Hierarchy of Needs (Design)
Highlighting
Accessibility
Satisficing
36. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Feedback Loop
Constancy
Rule of Thirds
Life Cycle
37. 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.
Entry Point
Proximity
Good Continuation
Redundancy
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Defensible Space
Orientation Sensitivity
Operant Conditioning
Feedback Loop
39. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Cognitive Dissonance
Operant Conditioning
Orientation Sensitivity
Iteration
40. The process of using spatial and environmental information to navigate to a destination.
Comparison
Wayfinding
Fitts' Law
Hick's Law
41. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Pygmalion Effect
Hierarchy
Life Cycle
Wayfinding
42. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Common Fate
Interference Effects
Cognitive Dissonance
Attractiveness Bias
43. The usability of a system is improved when similar parts are expressed in similar ways.
Errors
Storytelling
Depth of Processing
Consistency
44. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Wayfinding
Control
Demand Characteristics
Orientation Sensitivity
45. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Cognitive Dissonance
Constraint
Symmetry
46. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Legibility
Mapping
Highlighting
Gutenberg Diagram
47. 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)
Cognitive Dissonance
Scaling Fallacy
Shaping
Mapping
48. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Maslow's Hierarchy of Needs
Performance vs. Preference
Waist to Hip Ratio
49. A property in which a form is made up of parts similar to the whole or to one another.
Readability
Mapping
Self- similarity
Flexibility-Usability Tradeoff
50. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Inverted Pyramid
Uncertainty Principle
Law of Pragnanz
Convergence