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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. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Progressive Disclosure
Redundancy
Wayfinding
Signal- to- Noise Ratio
2. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Von Restorff Effect
Gutenberg Diagram
Similarity
Performance vs. Preference
3. 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
Attractiveness Bias
Cognitive Dissonance
Common Fate
Waist to Hip Ratio
4. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Modularity
Iconic Representation
Golden Ratio
Threat detection
5. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Shaping
Hierarchy
Waist to Hip Ratio
Layering
6. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Performance vs. Preference
Uncertainty Principle
Demand Characteristics
Cost-Benefit
7. 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.
Operant Conditioning
Good Continuation
Chunking
Redundancy
8. A technique that influences decision making and judgement by manipulating the way information is presented.
Storytelling
Affordance
Face- ism Ratio
Framing
9. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Rule of Thirds
Threat detection
Performance Load
10. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Garbage In - Garbage Out
Classical Conditioning
Mental Model
Top- Down Lighting Bias
11. 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
Visibility
Shaping
Rule of Thirds
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Mimicry
Garbage In - Garbage Out
Most Average Facial Appearance Effect
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Chunking
Forgiveness
Closure
Mental Model
14. 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.
Redundancy
Wayfinding
Expectation Effect
Alignment
15. Memory for recognizing things is better than memory for recalling things.
Iteration
Normal Distribution
Recognition over recall
Pygmalion Effect
16. 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.
Mapping
Framing
Legibility
Signal- to- Noise Ratio
17. As the flexiblity of a system increases - its usability decreases.
Uniform Connectedness
Flexibility-Usability Tradeoff
Chunking
Immersion
18. The quality of system output is dependent on the quality of system input.
Defensible Space
Hierarchy of Needs (Design)
Interference Effects
Garbage In - Garbage Out
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Pygmalion Effect
Interference Effects
Baby-Face Bias
Readability
20. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Entry Point
Orientation Sensitivity
Hierarchy
Five Hat Racks
21. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Gutenberg Diagram
Ockham's Razor
Form Follows Function
22. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Gutenberg Diagram
Expectation Effect
Fibonacci Sequence
23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Prospect-Refuge
Interference Effects
Mental Model
Signal- to- Noise Ratio
24. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Defensible Space
Five Hat Racks
Signal- to- Noise Ratio
Interference Effects
25. 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.
Waist to Hip Ratio
Hierarchy
Law of Pragnanz
Entry Point
26. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Feedback Loop
Most Average Facial Appearance Effect
Inverted Pyramid
Convergence
27. An original model on which something is patterned
Layering
Golden Ratio
Uniform Connectedness
Archetype
28. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Fibonacci Sequence
Top- Down Lighting Bias
Savanna Preference
Normal Distribution
29. A process in which similar characteristics evolve independently in multiple systems.
Picture Superiority Effect
Life Cycle
Defensible Space
Convergence
30. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Form Follows Function
80/20 Rule
Rule of Thirds
Law of Pragnanz
31. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Visibility
Mimicry
Forgiveness
Rule of Thirds
32. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Feedback Loop
Serial Position Effects
Picture Superiority Effect
Storytelling
33. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Mimicry
Feedback Loop
Depth of Processing
Savanna Preference
34. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Placebo effect
Life Cycle
Alignment
Confirmation
35. 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?)
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Expectation Effect
Cost-Benefit
36. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Hierarchy
Modularity
Hick's Law
Iconic Representation
37. The time required to move to a target is a function of the target size and distance to the target.
38. 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.
Prospect-Refuge
Hawthorne Effect
Mental Model
Savanna Preference
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Law of Pragnanz
Storytelling
Closure
Redundancy
40. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Maslow's Hierarchy of Needs
Performance vs. Preference
Prototyping
Consistency
41. The tendency for people to behave differently when they know they are being studied
Iteration
Hawthorne Effect
Mapping
Recognition over recall
42. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Rule of Thirds
Constancy
Face- ism Ratio
Exposure Effect
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Signal- to- Noise Ratio
Prototyping
Alignment
44. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Structural Forms
Redundancy
Weakest Link
Factor of Safety
45. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Self- similarity
Confirmation
Errors
Hick's Law
46. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Shaping
Placebo effect
Iteration
Entry Point
47. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Halo Effect
Threat detection
Attractiveness Bias
Mimicry
48. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Performance Load
Similarity
Constancy
49. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Archetype
Halo Effect
Attractiveness Bias
50. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Archetype
Signal- to- Noise Ratio
Figure-Ground Relationship