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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 property of visual equivalence among elements in a form.
Life Cycle
Prototyping
Rosenthal Effect
Symmetry
2. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Orientation Sensitivity
Uncertainty Principle
Accessibility
Gutenberg Diagram
3. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Legibility
Demand Characteristics
Orientation Sensitivity
Progressive Disclosure
4. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Three- Dimensional Projection
Rosenthal Effect
Maslow's Hierarchy of Needs
5. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Golden Ratio
Hierarchy
Comparison
Operant Conditioning
6. An action or ommission of action yielding an unintended result.
Garbage In - Garbage Out
Classical Conditioning
Archetype
Errors
7. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Immersion
Expectation Effect
Mnemonic Device
Prototyping
8. A method of limiting the actions that can be performed on a system.
Most Average Facial Appearance Effect
Constraint
Mnemonic Device
Consistency
9. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Fitts' Law
Progressive Disclosure
Top- Down Lighting 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.
Chunking
Highlighting
Closure
Constraint
11. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Redundancy
Mapping
Progressive Disclosure
Von Restorff Effect
12. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Mnemonic Device
Consistency
Placebo effect
13. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Control
Good Continuation
Recognition over recall
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Framing
Structural Forms
Proximity
Immersion
15. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Fibonacci Sequence
80/20 Rule
Face- ism Ratio
Von Restorff Effect
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Pygmalion Effect
Accessibility
Maslow's Hierarchy of Needs
Exposure Effect
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Prospect-Refuge
Visibility
Shaping
80/20 Rule
18. 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.
Good Continuation
Redundancy
Face- ism Ratio
Proximity
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Normal Distribution
Face- ism Ratio
Baby-Face Bias
Fibonacci Sequence
20. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Halo Effect
Mnemonic Device
Weakest Link
Proximity
21. 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?)
Mapping
Forgiveness
Threat detection
Cost-Benefit
22. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Cost-Benefit
Archetype
Pygmalion Effect
23. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Cost-Benefit
Serial Position Effects
Storytelling
Scaling Fallacy
24. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mapping
Attractiveness Bias
Alignment
Symmetry
25. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Rule of Thirds
Forgiveness
Framing
Symmetry
26. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Constancy
Ockham's Razor
Closure
Archetype
27. A sequence of numbers in which each number is the sum of the preceding two.
Forgiveness
Life Cycle
Performance Load
Fibonacci Sequence
28. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Von Restorff Effect
Most Average Facial Appearance Effect
Alignment
29. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Cognitive Dissonance
Attractiveness Bias
Waist to Hip Ratio
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Development Cycle
Hierarchy
Mental Model
Life Cycle
31. 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)
Immersion
Constancy
Five Hat Racks
Scaling Fallacy
32. An attribute of an object that allows people to intuitively know how to use it
Visibility
Picture Superiority Effect
Affordance
Shaping
33. The use of pictorial images to improve the recognition and recall of signs and controls.
Storytelling
Golden Ratio
Iconic Representation
Entry Point
34. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Halo Effect
Figure-Ground Relationship
Exposure Effect
Flexibility-Usability Tradeoff
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.
Savanna Preference
Hierarchy of Needs (Design)
Fibonacci Sequence
Accessibility
36. An original model on which something is patterned
Satisficing
Archetype
Gutenberg Diagram
Control
37. The usability of a system is improved when its status and methods of use are clearly visible.
Fitts' Law
Orientation Sensitivity
Self- similarity
Visibility
38. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Framing
Modularity
Mimicry
Life Cycle
39. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Modularity
Ockham's Razor
Similarity
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.
Face- ism Ratio
Consistency
Redundancy
Exposure Effect
41. 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.
Von Restorff Effect
Demand Characteristics
Feedback Loop
Fibonacci Sequence
42. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Visibility
Redundancy
Proximity
43. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Hierarchy of Needs (Design)
Development Cycle
Layering
Form Follows Function
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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45. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Cognitive Dissonance
Convergence
Three- Dimensional Projection
46. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Immersion
Gutenberg Diagram
Ockham's Razor
Orientation Sensitivity
47. Given a choice between functionally equivalent designs - the simplest design should be selected.
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48. The tendency for people to perform better or worse based on the expectations of another.
Most Average Facial Appearance Effect
Symmetry
Redundancy
Pygmalion Effect
49. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Common Fate
Wayfinding
Exposure Effect
50. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Chunking
Visibility
Rosenthal Effect