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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 process of repeating a set of operation until a specific result is achieved.
Iteration
Signal- to- Noise Ratio
Highlighting
Redundancy
2. The usability of a system is improved when its status and methods of use are clearly visible.
Rule of Thirds
Visibility
Development Cycle
Defensible Space
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Picture Superiority Effect
Redundancy
Satisficing
Layering
4. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Performance Load
Constancy
Life Cycle
Confirmation
5. 80% of the effects generated by any large system are caused by 20% of the variables.
Ockham's Razor
Orientation Sensitivity
80/20 Rule
Progressive Disclosure
6. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Face- ism Ratio
Performance Load
Factor of Safety
Entry Point
7. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Hierarchy of Needs (Design)
Orientation Sensitivity
Immersion
Readability
8. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Performance Load
Ockham's Razor
Five Hat Racks
Closure
9. Patients experience treatment effects based on their belief that a treatment will work.
Gutenberg Diagram
Placebo effect
Accessibility
Progressive Disclosure
10. 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
Defensible Space
Uncertainty Principle
Picture Superiority Effect
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Maslow's Hierarchy of Needs
80/20 Rule
Control
Prospect-Refuge
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Von Restorff Effect
Structural Forms
Consistency
Performance Load
13. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
14. The time required to move to a target is a function of the target size and distance to the target.
15. 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.
Feedback Loop
Constancy
Hierarchy of Needs (Design)
Fibonacci Sequence
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hierarchy of Needs (Design)
Exposure Effect
Common Fate
Flexibility-Usability Tradeoff
17. The process of using spatial and environmental information to navigate to a destination.
Halo Effect
Alignment
Wayfinding
Proximity
18. The debgree to which prose can be understood - based on the complexity of words and sentences.
Common Fate
Alignment
Rule of Thirds
Readability
19. 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.)
Hick's Law
Demand Characteristics
Errors
Expectation Effect
20. A technique for bringing attention to an area of text or image.
Highlighting
Self- similarity
Uncertainty Principle
Good Continuation
21. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Affordance
Prospect-Refuge
Constraint
Exposure Effect
22. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Baby-Face Bias
Attractiveness Bias
Constraint
Iteration
23. The tendency for people to behave differently when they know they are being studied
Maslow's Hierarchy of Needs
Von Restorff Effect
Hawthorne Effect
Performance Load
24. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Mental Model
Rule of Thirds
Wayfinding
25. 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?)
Iconic Representation
Most Average Facial Appearance Effect
Pygmalion Effect
Cost-Benefit
26. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Consistency
Law of Pragnanz
Recognition over recall
Interference Effects
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Inverted Pyramid
Serial Position Effects
Development Cycle
Picture Superiority Effect
28. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Development Cycle
Structural Forms
Three- Dimensional Projection
Prototyping
29. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Expectation Effect
Signal- to- Noise Ratio
Weakest Link
Performance vs. Preference
30. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Performance vs. Preference
Prototyping
Progressive Disclosure
Ockham's Razor
31. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Progressive Disclosure
Visibility
Scaling Fallacy
32. A property of visual equivalence among elements in a form.
Face- ism Ratio
Factor of Safety
Symmetry
Framing
33. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Feedback Loop
Face- ism Ratio
Constancy
Fitts' Law
34. Given a choice between functionally equivalent designs - the simplest design should be selected.
35. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
80/20 Rule
Exposure Effect
Entry Point
Law of Pragnanz
36. A ratio within the elements of a form - such as height to width - approximating 0.618.
Picture Superiority Effect
Cost-Benefit
Flexibility-Usability Tradeoff
Golden Ratio
37. 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.
Weakest Link
Fibonacci Sequence
Three- Dimensional Projection
Savanna Preference
38. As the flexiblity of a system increases - its usability decreases.
Five Hat Racks
Mental Model
Flexibility-Usability Tradeoff
Alignment
39. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Factor of Safety
Iconic Representation
Halo Effect
Constraint
40. 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.
Flexibility-Usability Tradeoff
Redundancy
Accessibility
Five Hat Racks
41. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Expectation Effect
Figure-Ground Relationship
Performance vs. Preference
Mimicry
42. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Fibonacci Sequence
Performance Load
Shaping
43. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Prospect-Refuge
Iteration
Baby-Face Bias
44. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Similarity
Most Average Facial Appearance Effect
Normal Distribution
Closure
45. Pictures are remembered better than words.
Constancy
Serial Position Effects
Form Follows Function
Picture Superiority Effect
46. The quality of system output is dependent on the quality of system input.
Maslow's Hierarchy of Needs
Top- Down Lighting Bias
Immersion
Garbage In - Garbage Out
47. 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.
Feedback Loop
Constancy
Halo Effect
Structural Forms
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Structural Forms
80/20 Rule
Layering
49. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hierarchy of Needs (Design)
Entry Point
Development Cycle
Weakest Link
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
Confirmation
Wayfinding
Hick's Law