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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 noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Rule of Thirds
Constraint
Ockham's Razor
Von Restorff Effect
2. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
Development Cycle
Framing
Redundancy
Three- Dimensional Projection
3. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Waist to Hip Ratio
Normal Distribution
Weakest Link
Shaping
4. The time required to move to a target is a function of the target size and distance to the target.
5. 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.
Good Continuation
Hawthorne Effect
Figure-Ground Relationship
Depth of Processing
6. The tendency for people to perform better or worse based on the expectations of another.
Picture Superiority Effect
Top- Down Lighting Bias
Hawthorne Effect
Pygmalion Effect
7. An attribute of an object that allows people to intuitively know how to use it
Legibility
Affordance
Iteration
Errors
8. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Convergence
Legibility
Operant Conditioning
Structural Forms
9. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Threat detection
Picture Superiority Effect
Cognitive Dissonance
Redundancy
10. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Weakest Link
Orientation Sensitivity
Constraint
Entry Point
11. As the flexiblity of a system increases - its usability decreases.
Scaling Fallacy
Flexibility-Usability Tradeoff
Cognitive Dissonance
Form Follows Function
12. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Affordance
Prototyping
Readability
13. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Uniform Connectedness
Defensible Space
Inverted Pyramid
Archetype
14. 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.
Good Continuation
Factor of Safety
Redundancy
Serial Position Effects
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Redundancy
Ockham's Razor
Immersion
16. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Readability
Baby-Face Bias
Orientation Sensitivity
Normal Distribution
17. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Attractiveness Bias
Symmetry
Cognitive Dissonance
18. 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.
Weakest Link
Errors
Highlighting
Feedback Loop
19. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Signal- to- Noise Ratio
Consistency
Maslow's Hierarchy of Needs
20. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Prototyping
Depth of Processing
Framing
21. An original model on which something is patterned
Archetype
Consistency
Feedback Loop
Savanna Preference
22. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Satisficing
Performance Load
Factor of Safety
Threat detection
23. The time it takes to make a decision increases as the number of alternatives increases.
24. Patients experience treatment effects based on their belief that a treatment will work.
Life Cycle
Placebo effect
Errors
Good Continuation
25. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Cost-Benefit
Savanna Preference
Life Cycle
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Common Fate
Mental Model
Mnemonic Device
Affordance
27. 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.
Three- Dimensional Projection
Waist to Hip Ratio
Maslow's Hierarchy of Needs
Placebo effect
28. 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.
Iteration
Legibility
Mapping
Progressive Disclosure
29. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Five Hat Racks
Consistency
Face- ism Ratio
Mapping
30. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Serial Position Effects
Expectation Effect
Modularity
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Highlighting
Development Cycle
Forgiveness
Shaping
32. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Signal- to- Noise Ratio
Control
Golden Ratio
Proximity
33. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Hick's Law
Visibility
Threat detection
34. 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.
Affordance
Hierarchy
Chunking
Operant Conditioning
35. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Garbage In - Garbage Out
Similarity
Depth of Processing
Structural Forms
36. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Control
Pygmalion Effect
Archetype
37. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Good Continuation
Uniform Connectedness
Rule of Thirds
Layering
38. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Flexibility-Usability Tradeoff
Symmetry
Exposure Effect
Threat detection
39. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Visibility
Proximity
Redundancy
Performance Load
40. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Five Hat Racks
Gutenberg Diagram
Top- Down Lighting Bias
Signal- to- Noise Ratio
41. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Scaling Fallacy
Factor of Safety
Rule of Thirds
Performance vs. Preference
42. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Forgiveness
Feedback Loop
Layering
Signal- to- Noise Ratio
43. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Entry Point
Forgiveness
Prospect-Refuge
Redundancy
44. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Savanna Preference
Satisficing
Orientation Sensitivity
Prototyping
45. A process of repeating a set of operation until a specific result is achieved.
Iteration
Chunking
Baby-Face Bias
Iconic Representation
46. The tendency for people to behave differently when they know they are being studied
Archetype
Rule of Thirds
Hawthorne Effect
Hierarchy
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Threat detection
Errors
Proximity
Classical Conditioning
48. The use of pictorial images to improve the recognition and recall of signs and controls.
Inverted Pyramid
Halo Effect
Scaling Fallacy
Iconic Representation
49. Given a choice between functionally equivalent designs - the simplest design should be selected.
50. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Readability
Operant Conditioning
Common Fate
Savanna Preference