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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. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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2. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Classical Conditioning
Convergence
Face- ism Ratio
3. 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)
Performance Load
Scaling Fallacy
Development Cycle
Hierarchy
4. 80% of the effects generated by any large system are caused by 20% of the variables.
Immersion
Hick's Law
80/20 Rule
Exposure Effect
5. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Immersion
Law of Pragnanz
Exposure Effect
6. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Redundancy
Defensible Space
Chunking
7. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Readability
Fibonacci Sequence
Performance Load
Demand Characteristics
8. 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.
Life Cycle
Readability
Prototyping
Chunking
9. A property of visual equivalence among elements in a form.
Defensible Space
Classical Conditioning
Figure-Ground Relationship
Symmetry
10. Pictures are remembered better than words.
Self- similarity
Ockham's Razor
Picture Superiority Effect
Threat detection
11. People understand and interact with systems and environments based on mental representations developed from experience.
Mnemonic Device
Mental Model
Common Fate
Ockham's Razor
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.
Uniform Connectedness
Hierarchy of Needs (Design)
Comparison
Form Follows Function
13. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Serial Position Effects
Signal- to- Noise Ratio
Orientation Sensitivity
14. 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
Performance vs. Preference
Garbage In - Garbage Out
Affordance
15. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Factor of Safety
Halo Effect
Visibility
Immersion
16. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Recognition over recall
Demand Characteristics
Halo Effect
Pygmalion Effect
17. 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
Golden Ratio
Comparison
Hawthorne Effect
18. An attribute of an object that allows people to intuitively know how to use it
Affordance
Face- ism Ratio
Shaping
Similarity
19. Elements that are close together are percieved to be more related than elements that are farther apart.
Performance Load
Entry Point
Proximity
Threat detection
20. The tendency for people to behave differently when they know they are being studied
Waist to Hip Ratio
Hawthorne Effect
Readability
Three- Dimensional Projection
21. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Affordance
Savanna Preference
Chunking
22. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Shaping
Attractiveness Bias
Gutenberg Diagram
Mimicry
23. 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.
Baby-Face Bias
Ockham's Razor
Confirmation
Feedback Loop
24. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Maslow's Hierarchy of Needs
Highlighting
Progressive Disclosure
Placebo effect
25. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Framing
Pygmalion Effect
Placebo effect
Exposure Effect
26. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Interference Effects
Wayfinding
Von Restorff Effect
Self- similarity
27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Garbage In - Garbage Out
Attractiveness Bias
Hierarchy
Comparison
28. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Hierarchy
Visibility
Cognitive Dissonance
Alignment
29. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Uncertainty Principle
Legibility
Most Average Facial Appearance Effect
Savanna Preference
30. A process in which similar characteristics evolve independently in multiple systems.
Chunking
Performance Load
Convergence
Accessibility
31. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Most Average Facial Appearance Effect
Classical Conditioning
Framing
32. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Layering
Face- ism Ratio
Constancy
Serial Position Effects
33. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Mnemonic Device
Wayfinding
Baby-Face Bias
34. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Layering
Entry Point
Three- Dimensional Projection
Fitts' Law
35. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Face- ism Ratio
Savanna Preference
Serial Position Effects
Storytelling
36. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Placebo effect
Common Fate
Life Cycle
Exposure Effect
37. The usability of a system is improved when its status and methods of use are clearly visible.
Legibility
Orientation Sensitivity
Pygmalion Effect
Visibility
38. A method of limiting the actions that can be performed on a system.
Factor of Safety
Affordance
Constraint
Depth of Processing
39. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Garbage In - Garbage Out
Orientation Sensitivity
Figure-Ground Relationship
Hierarchy
40. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Attractiveness Bias
Form Follows Function
Good Continuation
41. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Performance Load
Comparison
Alignment
Prospect-Refuge
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Constraint
Similarity
Depth of Processing
Readability
43. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Interference Effects
Orientation Sensitivity
Structural Forms
Classical Conditioning
44. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Proximity
Face- ism Ratio
Legibility
45. An original model on which something is patterned
Hierarchy
Defensible Space
Archetype
Fibonacci Sequence
46. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Comparison
Weakest Link
Wayfinding
Forgiveness
47. The time required to move to a target is a function of the target size and distance to the target.
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48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Wayfinding
80/20 Rule
Affordance
Uniform Connectedness
49. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Highlighting
Good Continuation
Consistency
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Fitts' Law
Constancy
Weakest Link
Uniform Connectedness