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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 method of limiting the actions that can be performed on a system.
Structural Forms
Symmetry
Constraint
Iconic Representation
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Forgiveness
Development Cycle
Wayfinding
Readability
3. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Fitts' Law
Mimicry
Forgiveness
4. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Golden Ratio
Wayfinding
Layering
Figure-Ground Relationship
5. The relative ease with which a destination - idea - or concept may be reached.
Consistency
Threat detection
Accessibility
Legibility
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Five Hat Racks
Storytelling
Three- Dimensional Projection
Hierarchy
7. The time it takes to make a decision increases as the number of alternatives increases.
8. 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.
Redundancy
Performance vs. Preference
Feedback Loop
Good Continuation
9. 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.
Savanna Preference
Serial Position Effects
Normal Distribution
Attractiveness Bias
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.
Alignment
Flexibility-Usability Tradeoff
Chunking
Waist to Hip Ratio
11. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Self- similarity
Entry Point
Rosenthal Effect
12. The time required to move to a target is a function of the target size and distance to the target.
13. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Immersion
Rule of Thirds
Serial Position Effects
14. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Affordance
Most Average Facial Appearance Effect
Top- Down Lighting Bias
Cognitive Dissonance
15. Elements that are close together are percieved to be more related than elements that are farther apart.
Normal Distribution
Proximity
Development Cycle
Redundancy
16. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Readability
Forgiveness
Halo Effect
Fibonacci Sequence
17. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Three- Dimensional Projection
Pygmalion Effect
Face- ism Ratio
18. The process of using spatial and environmental information to navigate to a destination.
Uncertainty Principle
Symmetry
Self- similarity
Wayfinding
19. Patients experience treatment effects based on their belief that a treatment will work.
Uniform Connectedness
Archetype
Placebo effect
Similarity
20. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Entry Point
Modularity
Baby-Face Bias
Mapping
21. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Accessibility
Recognition over recall
Development Cycle
Modularity
22. A process of repeating a set of operation until a specific result is achieved.
Structural Forms
Exposure Effect
Iteration
Mapping
23. 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.
Von Restorff Effect
Orientation Sensitivity
Ockham's Razor
Good Continuation
24. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Performance vs. Preference
Forgiveness
Halo Effect
Development Cycle
25. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Entry Point
Comparison
Maslow's Hierarchy of Needs
26. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Gutenberg Diagram
Progressive Disclosure
Classical Conditioning
Forgiveness
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Layering
Prototyping
Life Cycle
Attractiveness Bias
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Legibility
Similarity
Prospect-Refuge
Pygmalion Effect
29. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Attractiveness Bias
Inverted Pyramid
Hierarchy of Needs (Design)
30. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Structural Forms
Immersion
Shaping
Von Restorff Effect
31. The use of pictorial images to improve the recognition and recall of signs and controls.
Halo Effect
Chunking
Confirmation
Iconic Representation
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Satisficing
Proximity
Weakest Link
Inverted Pyramid
33. People understand and interact with systems and environments based on mental representations developed from experience.
Scaling Fallacy
Closure
Similarity
Mental Model
34. The usability of a system is improved when similar parts are expressed in similar ways.
Symmetry
Garbage In - Garbage Out
Consistency
Ockham's Razor
35. A tendency to see objects and patterns as 3D when certain visual cues are present.
Orientation Sensitivity
Three- Dimensional Projection
Von Restorff Effect
Hierarchy of Needs (Design)
36. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Mental Model
Prospect-Refuge
Form Follows Function
Threat detection
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Prospect-Refuge
Constancy
Mimicry
Factor of Safety
38. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hawthorne Effect
Constancy
Performance Load
Prospect-Refuge
39. 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.
Forgiveness
Rosenthal Effect
Mapping
Placebo effect
40. A technique for bringing attention to an area of text or image.
Highlighting
Hierarchy
Hawthorne Effect
Symmetry
41. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Scaling Fallacy
Normal Distribution
Proximity
42. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Constancy
Law of Pragnanz
Forgiveness
43. 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
Progressive Disclosure
Weakest Link
Shaping
44. 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?)
Hierarchy
Cost-Benefit
Wayfinding
Progressive Disclosure
45. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hick's Law
Symmetry
Constraint
Interference Effects
46. 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.
Prospect-Refuge
Waist to Hip Ratio
Hierarchy
Development Cycle
47. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Hick's Law
Baby-Face Bias
Face- ism Ratio
Golden Ratio
48. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Comparison
Cognitive Dissonance
Visibility
Readability
49. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Uncertainty Principle
Common Fate
Exposure Effect
Proximity
50. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Top- Down Lighting Bias
Performance vs. Preference
Classical Conditioning
Operant Conditioning