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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. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Five Hat Racks
Readability
Constraint
Uniform Connectedness
2. 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?)
Normal Distribution
Cost-Benefit
Waist to Hip Ratio
Orientation Sensitivity
3. Teachers treat students differently based on their expectations of how students will perform.
Factor of Safety
Common Fate
Rosenthal Effect
Control
4. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Mapping
Face- ism Ratio
Consistency
5. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Golden Ratio
Uncertainty Principle
Hierarchy of Needs (Design)
Visibility
6. The process of using spatial and environmental information to navigate to a destination.
Depth of Processing
Wayfinding
Fitts' Law
Ockham's Razor
7. An action or ommission of action yielding an unintended result.
Affordance
Errors
Weakest Link
Von Restorff Effect
8. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Inverted Pyramid
Closure
Visibility
Five Hat Racks
9. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Scaling Fallacy
Layering
Flexibility-Usability Tradeoff
Classical Conditioning
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Placebo effect
Symmetry
Golden Ratio
Cognitive Dissonance
11. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Highlighting
Ockham's Razor
Symmetry
12. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Hierarchy of Needs (Design)
Structural Forms
Figure-Ground Relationship
Confirmation
13. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Archetype
Operant Conditioning
Redundancy
14. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Recognition over recall
Prospect-Refuge
Pygmalion Effect
Common Fate
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Rosenthal Effect
Errors
Readability
Shaping
16. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Convergence
Shaping
Garbage In - Garbage Out
Factor of Safety
17. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Expectation Effect
Mimicry
Garbage In - Garbage Out
Structural Forms
18. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Form Follows Function
Common Fate
Forgiveness
Closure
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Interference Effects
Hick's Law
Savanna Preference
Hierarchy
20. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Consistency
Common Fate
Iteration
Law of Pragnanz
21. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Feedback Loop
Maslow's Hierarchy of Needs
Waist to Hip Ratio
22. 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
Convergence
Expectation Effect
Depth of Processing
23. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Comparison
Three- Dimensional Projection
Cost-Benefit
24. 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.
Uniform Connectedness
80/20 Rule
Good Continuation
Normal Distribution
25. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Legibility
Ockham's Razor
Iconic Representation
Alignment
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Shaping
Recognition over recall
Affordance
Performance Load
27. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Symmetry
Picture Superiority Effect
Rule of Thirds
28. A process in which similar characteristics evolve independently in multiple systems.
Visibility
Convergence
Entry Point
Classical Conditioning
29. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Gutenberg Diagram
Orientation Sensitivity
Errors
Halo Effect
30. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Top- Down Lighting Bias
Threat detection
Baby-Face Bias
Legibility
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Mimicry
Iteration
Maslow's Hierarchy of Needs
32. The time required to move to a target is a function of the target size and distance to the target.
33. A process of repeating a set of operation until a specific result is achieved.
Classical Conditioning
Iteration
Savanna Preference
Depth of Processing
34. An attribute of an object that allows people to intuitively know how to use it
Normal Distribution
Uniform Connectedness
Savanna Preference
Affordance
35. 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.
Halo Effect
Signal- to- Noise Ratio
Savanna Preference
Form Follows Function
36. A sequence of numbers in which each number is the sum of the preceding two.
Proximity
Fibonacci Sequence
Shaping
Garbage In - Garbage Out
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Depth of Processing
Proximity
Prospect-Refuge
Five Hat Racks
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Figure-Ground Relationship
Uncertainty Principle
Attractiveness Bias
Performance vs. Preference
39. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Five Hat Racks
Most Average Facial Appearance Effect
Constancy
Closure
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Progressive Disclosure
Uncertainty Principle
Storytelling
Operant Conditioning
41. The usability of a system is improved when similar parts are expressed in similar ways.
Common Fate
Figure-Ground Relationship
Consistency
Cognitive Dissonance
42. 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
Forgiveness
Iconic Representation
Normal Distribution
43. The debgree to which prose can be understood - based on the complexity of words and sentences.
Modularity
Savanna Preference
Weakest Link
Readability
44. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Flexibility-Usability Tradeoff
Comparison
Proximity
Orientation Sensitivity
45. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Affordance
Hawthorne Effect
Factor of Safety
46. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Feedback Loop
Consistency
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
47. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Proximity
Rosenthal Effect
Defensible Space
48. The use of pictorial images to improve the recognition and recall of signs and controls.
Picture Superiority Effect
Iconic Representation
Affordance
Entry Point
49. The quality of system output is dependent on the quality of system input.
Interference Effects
Performance vs. Preference
Storytelling
Garbage In - Garbage Out
50. 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.
Serial Position Effects
Weakest Link
Rosenthal Effect
Waist to Hip Ratio