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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 level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Comparison
Control
Common Fate
Legibility
2. 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
Common Fate
Framing
Demand Characteristics
Comparison
3. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Hierarchy of Needs (Design)
Expectation Effect
Performance Load
Immersion
4. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Ockham's Razor
Forgiveness
Form Follows Function
5. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Hick's Law
Structural Forms
Highlighting
6. The tendency for people to perform better or worse based on the expectations of another.
Proximity
Immersion
Depth of Processing
Pygmalion Effect
7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Prototyping
Weakest Link
Expectation Effect
Exposure Effect
8. 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.
Modularity
Mnemonic Device
Comparison
Waist to Hip Ratio
9. 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?)
Cost-Benefit
Common Fate
Hierarchy
Progressive Disclosure
10. 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
Accessibility
Savanna Preference
Chunking
11. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Mnemonic Device
Chunking
Satisficing
Prospect-Refuge
12. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Uncertainty Principle
Mnemonic Device
Visibility
Modularity
13. The tendency for people to behave differently when they know they are being studied
Figure-Ground Relationship
Constancy
Hawthorne Effect
Inverted Pyramid
14. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Five Hat Racks
Hick's Law
Garbage In - Garbage Out
Form Follows Function
15. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Exposure Effect
Flexibility-Usability Tradeoff
Prototyping
Modularity
16. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Five Hat Racks
Operant Conditioning
Signal- to- Noise Ratio
Mimicry
17. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Good Continuation
Operant Conditioning
Uniform Connectedness
Hierarchy
18. 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.
Rule of Thirds
Hawthorne Effect
Inverted Pyramid
Savanna Preference
19. Memory for recognizing things is better than memory for recalling things.
Archetype
Recognition over recall
Threat detection
Good Continuation
20. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Feedback Loop
Forgiveness
Hick's Law
21. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Wayfinding
Signal- to- Noise Ratio
Threat detection
Five Hat Racks
22. A sequence of numbers in which each number is the sum of the preceding two.
Signal- to- Noise Ratio
Fibonacci Sequence
Confirmation
Form Follows Function
23. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Maslow's Hierarchy of Needs
Common Fate
Fibonacci Sequence
Closure
24. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mapping
Three- Dimensional Projection
Structural Forms
Top- Down Lighting Bias
25. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Chunking
Cognitive Dissonance
Picture Superiority Effect
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Similarity
Uniform Connectedness
Legibility
Scaling Fallacy
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Attractiveness Bias
Prototyping
Interference Effects
Performance Load
28. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
29. A property in which a form is made up of parts similar to the whole or to one another.
Comparison
Structural Forms
Five Hat Racks
Self- similarity
30. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Forgiveness
Hick's Law
Archetype
31. 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.
Archetype
Savanna Preference
Good Continuation
Face- ism Ratio
32. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Cost-Benefit
Comparison
Progressive Disclosure
Readability
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Immersion
Rule of Thirds
Factor of Safety
34. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Readability
Comparison
Interference Effects
Flexibility-Usability Tradeoff
35. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Performance Load
Garbage In - Garbage Out
Uniform Connectedness
Symmetry
36. Teachers treat students differently based on their expectations of how students will perform.
Recognition over recall
Hawthorne Effect
Rosenthal Effect
Signal- to- Noise Ratio
37. The time required to move to a target is a function of the target size and distance to the target.
38. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Uncertainty Principle
Most Average Facial Appearance Effect
Structural Forms
Convergence
39. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Accessibility
Recognition over recall
Pygmalion Effect
40. An action or ommission of action yielding an unintended result.
Waist to Hip Ratio
Errors
Alignment
Closure
41. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Life Cycle
Flexibility-Usability Tradeoff
Gutenberg Diagram
42. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Demand Characteristics
Operant Conditioning
Pygmalion Effect
Closure
43. 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.)
Maslow's Hierarchy of Needs
Expectation Effect
Affordance
Wayfinding
44. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Interference Effects
Ockham's Razor
Errors
Depth of Processing
45. A method of limiting the actions that can be performed on a system.
Entry Point
Orientation Sensitivity
Constraint
Rule of Thirds
46. 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.
Three- Dimensional Projection
Common Fate
Redundancy
Modularity
47. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Face- ism Ratio
Von Restorff Effect
Consistency
Savanna Preference
48. Given a choice between functionally equivalent designs - the simplest design should be selected.
49. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Feedback Loop
Scaling Fallacy
Rule of Thirds
Constancy
50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Readability
Orientation Sensitivity
Demand Characteristics
Placebo effect