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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 tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Legibility
Orientation Sensitivity
Redundancy
Top- Down Lighting Bias
2. 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.
Mapping
80/20 Rule
Feedback Loop
Affordance
3. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Readability
Cognitive Dissonance
80/20 Rule
Law of Pragnanz
4. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Shaping
Common Fate
Cost-Benefit
Baby-Face Bias
5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Self- similarity
Gutenberg Diagram
Similarity
Framing
6. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Defensible Space
Wayfinding
Control
7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Framing
Uniform Connectedness
Operant Conditioning
8. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Mental Model
Feedback Loop
Confirmation
Most Average Facial Appearance Effect
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Serial Position Effects
Prototyping
Framing
Weakest Link
10. An action or ommission of action yielding an unintended result.
Depth of Processing
Halo Effect
Errors
Von Restorff Effect
11. Pictures are remembered better than words.
Picture Superiority Effect
Entry Point
Rule of Thirds
Iteration
12. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hick's Law
Orientation Sensitivity
Depth of Processing
Cognitive Dissonance
13. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Closure
Most Average Facial Appearance Effect
Mnemonic Device
14. A property of visual equivalence among elements in a form.
Redundancy
Expectation Effect
Symmetry
Accessibility
15. An original model on which something is patterned
Face- ism Ratio
Archetype
Normal Distribution
Structural Forms
16. The process of using spatial and environmental information to navigate to a destination.
Three- Dimensional Projection
Savanna Preference
Wayfinding
Uniform Connectedness
17. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Shaping
Mental Model
Similarity
Normal Distribution
18. The usability of a system is improved when similar parts are expressed in similar ways.
Hick's Law
Consistency
Visibility
Performance vs. Preference
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Ockham's Razor
Proximity
Closure
Hierarchy
20. The usability of a system is improved when its status and methods of use are clearly visible.
Threat detection
Top- Down Lighting Bias
Readability
Visibility
21. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Similarity
Baby-Face Bias
Uncertainty Principle
Shaping
22. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Depth of Processing
Archetype
Iteration
23. The time it takes to make a decision increases as the number of alternatives increases.
24. 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
Uncertainty Principle
Most Average Facial Appearance Effect
Weakest Link
25. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Modularity
Development Cycle
Progressive Disclosure
Threat detection
26. The use of pictorial images to improve the recognition and recall of signs and controls.
Alignment
Constraint
Exposure Effect
Iconic Representation
27. 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.
Prospect-Refuge
Flexibility-Usability Tradeoff
Hierarchy of Needs (Design)
Operant Conditioning
28. Memory for recognizing things is better than memory for recalling things.
Accessibility
Mnemonic Device
Recognition over recall
Hierarchy of Needs (Design)
29. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Inverted Pyramid
Chunking
Entry Point
Shaping
30. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Weakest Link
Serial Position Effects
Interference Effects
Rule of Thirds
31. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Closure
Mimicry
Weakest Link
Confirmation
32. The debgree to which prose can be understood - based on the complexity of words and sentences.
Prototyping
Baby-Face Bias
Readability
Closure
33. The time required to move to a target is a function of the target size and distance to the target.
34. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Garbage In - Garbage Out
Symmetry
Alignment
Demand Characteristics
35. Patients experience treatment effects based on their belief that a treatment will work.
Waist to Hip Ratio
Rosenthal Effect
Placebo effect
Forgiveness
36. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Framing
Uniform Connectedness
Golden Ratio
Gutenberg Diagram
37. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Visibility
Defensible Space
Gutenberg Diagram
Interference Effects
38. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Redundancy
Common Fate
Gutenberg Diagram
Form Follows Function
39. 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.
Form Follows Function
Mapping
Von Restorff Effect
Redundancy
40. Given a choice between functionally equivalent designs - the simplest design should be selected.
41. A property in which a form is made up of parts similar to the whole or to one another.
Savanna Preference
Depth of Processing
Constancy
Self- similarity
42. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Depth of Processing
Comparison
Affordance
43. A ratio within the elements of a form - such as height to width - approximating 0.618.
Constancy
Storytelling
Hick's Law
Golden Ratio
44. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fitts' Law
Alignment
Constancy
Orientation Sensitivity
45. 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
Prospect-Refuge
Baby-Face Bias
Common Fate
Similarity
46. The quality of system output is dependent on the quality of system input.
Maslow's Hierarchy of Needs
Classical Conditioning
Common Fate
Garbage In - Garbage Out
47. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Visibility
Form Follows Function
Immersion
Structural Forms
48. 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.
Fitts' Law
Control
Legibility
Serial Position Effects
49. A method of limiting the actions that can be performed on a system.
Constraint
Structural Forms
Shaping
Top- Down Lighting Bias
50. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Garbage In - Garbage Out
Classical Conditioning
Weakest Link
Iconic Representation