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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.
Constraint
Defensible Space
Life Cycle
Affordance
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Feedback Loop
Satisficing
Baby-Face Bias
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Prototyping
Similarity
Progressive Disclosure
Top- Down Lighting Bias
4. The process of using spatial and environmental information to navigate to a destination.
Closure
Orientation Sensitivity
Wayfinding
Ockham's Razor
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Constancy
Convergence
Classical Conditioning
Legibility
6. Elements that are similar are perceived to be more related than elements that are dissimilar.
Orientation Sensitivity
Exposure Effect
Interference Effects
Similarity
7. As the flexiblity of a system increases - its usability decreases.
Orientation Sensitivity
Face- ism Ratio
Flexibility-Usability Tradeoff
Readability
8. Elements that are close together are percieved to be more related than elements that are farther apart.
Structural Forms
Confirmation
Proximity
Picture Superiority Effect
9. A process of repeating a set of operation until a specific result is achieved.
Hierarchy
Comparison
Demand Characteristics
Iteration
10. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Operant Conditioning
Pygmalion Effect
Accessibility
11. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Depth of Processing
Mapping
Performance vs. Preference
Attractiveness Bias
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Alignment
Layering
Defensible Space
Hierarchy
13. 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
Immersion
Baby-Face Bias
Form Follows Function
14. 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.)
Layering
Signal- to- Noise Ratio
Hick's Law
Expectation Effect
15. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Hierarchy of Needs (Design)
Mimicry
Framing
16. 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.
Closure
Flexibility-Usability Tradeoff
Rule of Thirds
Good Continuation
17. 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.
Confirmation
Chunking
Von Restorff Effect
Accessibility
18. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hierarchy
Signal- to- Noise Ratio
Immersion
Inverted Pyramid
19. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Figure-Ground Relationship
Structural Forms
Immersion
Consistency
20. A technique that influences decision making and judgement by manipulating the way information is presented.
Weakest Link
Layering
Framing
Prospect-Refuge
21. Memory for recognizing things is better than memory for recalling things.
Self- similarity
Convergence
Recognition over recall
Constancy
22. 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.
Mental Model
Savanna Preference
Serial Position Effects
Entry Point
23. 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.
Prototyping
Iteration
Hierarchy of Needs (Design)
Shaping
24. 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
Similarity
Signal- to- Noise Ratio
Common Fate
Interference Effects
25. The quality of system output is dependent on the quality of system input.
Attractiveness Bias
Rule of Thirds
Garbage In - Garbage Out
Three- Dimensional Projection
26. A property of visual equivalence among elements in a form.
Depth of Processing
Common Fate
Symmetry
Readability
27. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Archetype
Classical Conditioning
Uncertainty Principle
Mnemonic Device
28. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Maslow's Hierarchy of Needs
Good Continuation
Hick's Law
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Weakest Link
Most Average Facial Appearance Effect
Progressive Disclosure
Modularity
30. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Golden Ratio
Affordance
Halo Effect
Orientation Sensitivity
31. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Defensible Space
Baby-Face Bias
Mental Model
Affordance
32. 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.
Mental Model
Feedback Loop
Operant Conditioning
Fitts' Law
33. The use of pictorial images to improve the recognition and recall of signs and controls.
Savanna Preference
Iconic Representation
Scaling Fallacy
Modularity
34. 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?)
Cost-Benefit
Classical Conditioning
Uncertainty Principle
Structural Forms
35. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Framing
Face- ism Ratio
Threat detection
Feedback Loop
36. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Scaling Fallacy
Mapping
Cost-Benefit
37. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Life Cycle
Depth of Processing
Errors
Self- similarity
38. The tendency for people to behave differently when they know they are being studied
Hick's Law
Hawthorne Effect
Fibonacci Sequence
Three- Dimensional Projection
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Prospect-Refuge
Gutenberg Diagram
Depth of Processing
Constancy
40. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Comparison
Serial Position Effects
Maslow's Hierarchy of Needs
41. The usability of a system is improved when its status and methods of use are clearly visible.
Attractiveness Bias
Highlighting
Visibility
Scaling Fallacy
42. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Comparison
Uniform Connectedness
Halo Effect
Hierarchy
43. 80% of the effects generated by any large system are caused by 20% of the variables.
Redundancy
Proximity
80/20 Rule
Hick's Law
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
Rosenthal Effect
Signal- to- Noise Ratio
Constraint
45. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Feedback Loop
Interference Effects
Picture Superiority Effect
Comparison
46. 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.
Highlighting
Law of Pragnanz
Redundancy
Interference Effects
47. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hick's Law
Serial Position Effects
Prospect-Refuge
Comparison
48. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Comparison
Normal Distribution
Von Restorff Effect
49. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Attractiveness Bias
Picture Superiority Effect
Affordance
50. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Hierarchy of Needs (Design)
Similarity
Top- Down Lighting Bias
Prototyping