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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 strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Flexibility-Usability Tradeoff
Form Follows Function
Orientation Sensitivity
Progressive Disclosure
2. An action or ommission of action yielding an unintended result.
Control
Golden Ratio
Errors
Picture Superiority Effect
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Iconic Representation
Baby-Face Bias
Mnemonic Device
Readability
4. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Good Continuation
Operant Conditioning
Mimicry
5. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Progressive Disclosure
Operant Conditioning
Wayfinding
Development Cycle
6. The usability of a system is improved when its status and methods of use are clearly visible.
Cost-Benefit
Prototyping
Consistency
Visibility
7. A technique for bringing attention to an area of text or image.
Highlighting
Visibility
Recognition over recall
Figure-Ground Relationship
8. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Confirmation
Closure
Orientation Sensitivity
Three- Dimensional Projection
9. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Uncertainty Principle
Similarity
Garbage In - Garbage Out
Prospect-Refuge
10. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Framing
Symmetry
Recognition over recall
Control
11. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Placebo effect
Feedback Loop
Uncertainty Principle
Uniform Connectedness
12. 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.
Hierarchy of Needs (Design)
Inverted Pyramid
Performance Load
Depth of Processing
13. The tendency for people to behave differently when they know they are being studied
Operant Conditioning
Framing
Hick's Law
Hawthorne Effect
14. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Immersion
Normal Distribution
Similarity
Satisficing
15. A property of visual equivalence among elements in a form.
Symmetry
Signal- to- Noise Ratio
Similarity
Errors
16. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
80/20 Rule
Halo Effect
Comparison
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
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18. A method of limiting the actions that can be performed on a system.
Golden Ratio
Wayfinding
Convergence
Constraint
19. 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.
Maslow's Hierarchy of Needs
Structural Forms
Serial Position Effects
Constraint
20. A property in which a form is made up of parts similar to the whole or to one another.
Orientation Sensitivity
Forgiveness
Self- similarity
Hawthorne Effect
21. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Threat detection
Normal Distribution
Uncertainty Principle
Top- Down Lighting Bias
22. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Signal- to- Noise Ratio
Affordance
Similarity
Defensible Space
23. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Readability
Mimicry
Orientation Sensitivity
24. 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.
Consistency
Garbage In - Garbage Out
Mimicry
Chunking
25. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Flexibility-Usability Tradeoff
Placebo effect
Constancy
Storytelling
26. 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)
Savanna Preference
Hawthorne Effect
Scaling Fallacy
Storytelling
27. The debgree to which prose can be understood - based on the complexity of words and sentences.
Waist to Hip Ratio
Archetype
Satisficing
Readability
28. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Five Hat Racks
Baby-Face Bias
Accessibility
Legibility
29. 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.)
Expectation Effect
Redundancy
Classical Conditioning
Uniform Connectedness
30. 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.
Demand Characteristics
Baby-Face Bias
Feedback Loop
Signal- to- Noise Ratio
31. 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.
Waist to Hip Ratio
Performance Load
Defensible Space
Ockham's Razor
32. The quality of system output is dependent on the quality of system input.
Control
Law of Pragnanz
Uniform Connectedness
Garbage In - Garbage Out
33. Pictures are remembered better than words.
Picture Superiority Effect
Golden Ratio
Progressive Disclosure
Figure-Ground Relationship
34. The relative ease with which a destination - idea - or concept may be reached.
Operant Conditioning
Shaping
Feedback Loop
Accessibility
35. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Maslow's Hierarchy of Needs
Inverted Pyramid
Immersion
Face- ism Ratio
36. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Form Follows Function
Convergence
Ockham's Razor
37. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Most Average Facial Appearance Effect
Halo Effect
Mnemonic Device
Alignment
38. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Face- ism Ratio
Hierarchy
Inverted Pyramid
Normal Distribution
39. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Legibility
Exposure Effect
Alignment
40. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Hierarchy of Needs (Design)
Structural Forms
Similarity
41. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Readability
Prototyping
Entry Point
Common Fate
42. An original model on which something is patterned
Pygmalion Effect
Archetype
Exposure Effect
Accessibility
43. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Top- Down Lighting Bias
Expectation Effect
Mapping
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.
Mapping
Constraint
Common Fate
Cost-Benefit
45. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Chunking
Flexibility-Usability Tradeoff
Visibility
46. 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
Affordance
Framing
Common Fate
Placebo effect
47. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Visibility
Self- similarity
Five Hat Racks
Structural Forms
48. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Weakest Link
Confirmation
Halo Effect
Factor of Safety
49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Normal Distribution
Expectation Effect
Storytelling
Visibility
50. Patients experience treatment effects based on their belief that a treatment will work.
Chunking
Self- similarity
Top- Down Lighting Bias
Placebo effect