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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.
Highlighting
Framing
Layering
Mimicry
2. 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)
Scaling Fallacy
Errors
Proximity
Defensible Space
3. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Entry Point
Life Cycle
Hierarchy of Needs (Design)
Cognitive Dissonance
4. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Maslow's Hierarchy of Needs
Highlighting
Archetype
5. 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
Similarity
Inverted Pyramid
Five Hat Racks
6. Patients experience treatment effects based on their belief that a treatment will work.
Uncertainty Principle
Rule of Thirds
Recognition over recall
Placebo effect
7. 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.
Highlighting
Proximity
Hierarchy of Needs (Design)
Confirmation
8. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Highlighting
Fibonacci Sequence
Framing
9. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Normal Distribution
Weakest Link
Threat detection
10. Given a choice between functionally equivalent designs - the simplest design should be selected.
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11. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Fibonacci Sequence
Prototyping
Constancy
12. A sequence of numbers in which each number is the sum of the preceding two.
Layering
Most Average Facial Appearance Effect
Fibonacci Sequence
Good Continuation
13. A property of visual equivalence among elements in a form.
Maslow's Hierarchy of Needs
Iteration
Symmetry
Fibonacci Sequence
14. The tendency for people to behave differently when they know they are being studied
Fibonacci Sequence
Operant Conditioning
Attractiveness Bias
Hawthorne Effect
15. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Progressive Disclosure
Readability
Recognition over recall
16. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Forgiveness
Closure
Consistency
17. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Framing
Control
Top- Down Lighting Bias
Five Hat Racks
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.
Satisficing
Framing
Feedback Loop
Inverted Pyramid
19. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Legibility
Rule of Thirds
Prospect-Refuge
Modularity
20. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Hierarchy of Needs (Design)
Most Average Facial Appearance Effect
Comparison
Golden Ratio
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Life Cycle
Confirmation
Gutenberg Diagram
80/20 Rule
22. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Garbage In - Garbage Out
Fibonacci Sequence
Progressive Disclosure
23. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Comparison
Hierarchy of Needs (Design)
Readability
Closure
24. A property in which a form is made up of parts similar to the whole or to one another.
Shaping
Layering
Self- similarity
Fibonacci Sequence
25. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Alignment
Most Average Facial Appearance Effect
Factor of Safety
Prospect-Refuge
26. A technique for bringing attention to an area of text or image.
Performance vs. Preference
Legibility
Convergence
Highlighting
27. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Normal Distribution
Control
Confirmation
28. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Waist to Hip Ratio
Picture Superiority Effect
Expectation Effect
Prototyping
29. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Feedback Loop
Cost-Benefit
Waist to Hip Ratio
30. 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.
Defensible Space
Waist to Hip Ratio
Figure-Ground Relationship
Placebo effect
31. The tendency for people to perform better or worse based on the expectations of another.
Progressive Disclosure
Pygmalion Effect
Comparison
Symmetry
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.
Demand Characteristics
Savanna Preference
Figure-Ground Relationship
Performance Load
33. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Hick's Law
Storytelling
Prototyping
34. The usability of a system is improved when similar parts are expressed in similar ways.
Depth of Processing
Chunking
Consistency
Flexibility-Usability Tradeoff
35. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Demand Characteristics
Serial Position Effects
Entry Point
Defensible Space
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Fitts' Law
Law of Pragnanz
Top- Down Lighting Bias
Five Hat Racks
37. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Control
Hierarchy of Needs (Design)
Mnemonic Device
38. 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.
Hierarchy
Redundancy
Framing
Feedback Loop
39. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Affordance
Face- ism Ratio
Development Cycle
Fibonacci Sequence
40. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Highlighting
Iteration
Ockham's Razor
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Storytelling
Control
Hierarchy of Needs (Design)
Three- Dimensional Projection
42. 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.
Archetype
Defensible Space
Forgiveness
Chunking
43. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Immersion
Prototyping
Symmetry
Mimicry
44. 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.
Framing
Mapping
Performance vs. Preference
Confirmation
45. An attribute of an object that allows people to intuitively know how to use it
Law of Pragnanz
Gutenberg Diagram
Good Continuation
Affordance
46. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Serial Position Effects
Confirmation
Recognition over recall
47. 80% of the effects generated by any large system are caused by 20% of the variables.
Flexibility-Usability Tradeoff
80/20 Rule
Control
Performance Load
48. The time it takes to make a decision increases as the number of alternatives increases.
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49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Modularity
Similarity
Errors
Performance vs. Preference
50. A process of repeating a set of operation until a specific result is achieved.
Five Hat Racks
Iteration
Hick's Law
Highlighting