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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.
Defensible Space
Development Cycle
Control
Progressive Disclosure
2. The usability of a system is improved when similar parts are expressed in similar ways.
Expectation Effect
Good Continuation
Consistency
Maslow's Hierarchy of Needs
3. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Signal- to- Noise Ratio
Orientation Sensitivity
Golden Ratio
4. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Alignment
Shaping
Face- ism Ratio
5. The time it takes to make a decision increases as the number of alternatives increases.
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Life Cycle
Cost-Benefit
Law of Pragnanz
Redundancy
7. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Affordance
Highlighting
Savanna Preference
8. People understand and interact with systems and environments based on mental representations developed from experience.
Picture Superiority Effect
Hick's Law
Mental Model
Exposure Effect
9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Hierarchy
Legibility
Good Continuation
Waist to Hip Ratio
10. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Mapping
Shaping
Orientation Sensitivity
Maslow's Hierarchy of Needs
11. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Demand Characteristics
Figure-Ground Relationship
Mental Model
12. 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
Common Fate
Pygmalion Effect
Confirmation
Forgiveness
13. 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.
Modularity
Feedback Loop
Closure
Good Continuation
14. A process of repeating a set of operation until a specific result is achieved.
Immersion
Comparison
Archetype
Iteration
15. A ratio within the elements of a form - such as height to width - approximating 0.618.
Similarity
Golden Ratio
Alignment
Storytelling
16. 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.
Satisficing
Life Cycle
Ockham's Razor
Serial Position Effects
17. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Cost-Benefit
Most Average Facial Appearance Effect
Closure
Factor of Safety
18. 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
Structural Forms
80/20 Rule
Legibility
19. A method of limiting the actions that can be performed on a system.
Golden Ratio
Constraint
Prototyping
Ockham's Razor
20. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Common Fate
Immersion
Hawthorne Effect
Operant Conditioning
21. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Interference Effects
Form Follows Function
Modularity
Garbage In - Garbage Out
22. Patients experience treatment effects based on their belief that a treatment will work.
Comparison
Placebo effect
Savanna Preference
Wayfinding
23. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Layering
Constraint
Life Cycle
Normal Distribution
24. 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
Top- Down Lighting Bias
Constraint
Archetype
25. 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?)
Similarity
Satisficing
Cost-Benefit
Errors
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)
Placebo effect
Constancy
Face- ism Ratio
Scaling Fallacy
27. Pictures are remembered better than words.
Threat detection
Chunking
Picture Superiority Effect
Cost-Benefit
28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Signal- to- Noise Ratio
Constancy
Defensible Space
Satisficing
29. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Golden Ratio
Wayfinding
Flexibility-Usability Tradeoff
Von Restorff Effect
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Affordance
Recognition over recall
Operant Conditioning
31. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Savanna Preference
Highlighting
Threat detection
Mimicry
32. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
80/20 Rule
Gutenberg Diagram
Signal- to- Noise Ratio
Performance vs. Preference
33. 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
Immersion
Closure
Waist to Hip Ratio
34. Memory for recognizing things is better than memory for recalling things.
Three- Dimensional Projection
Recognition over recall
Exposure Effect
Five Hat Racks
35. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Wayfinding
Threat detection
Five Hat Racks
Cognitive Dissonance
36. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Consistency
Most Average Facial Appearance Effect
Waist to Hip Ratio
Development Cycle
37. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Gutenberg Diagram
Prospect-Refuge
Top- Down Lighting Bias
Alignment
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Uniform Connectedness
Convergence
Development Cycle
Comparison
39. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Redundancy
Modularity
Good Continuation
Form Follows Function
40. 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
Hierarchy of Needs (Design)
Depth of Processing
Similarity
41. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Defensible Space
Signal- to- Noise Ratio
Layering
Forgiveness
42. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Golden Ratio
Good Continuation
Hierarchy
Form Follows Function
43. 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.
Redundancy
Pygmalion Effect
Fitts' Law
Savanna Preference
44. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Ockham's Razor
Archetype
Control
80/20 Rule
45. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Flexibility-Usability Tradeoff
Mnemonic Device
Orientation Sensitivity
46. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Weakest Link
Confirmation
Cost-Benefit
Similarity
47. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Alignment
Prototyping
Forgiveness
Feedback Loop
48. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Garbage In - Garbage Out
Alignment
Face- ism Ratio
Placebo effect
49. A process in which similar characteristics evolve independently in multiple systems.
Performance Load
Proximity
Legibility
Convergence
50. 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.
Prototyping
Fibonacci Sequence
Feedback Loop
Readability