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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) 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.
Signal- to- Noise Ratio
Golden Ratio
Hierarchy of Needs (Design)
Attractiveness Bias
2. An original model on which something is patterned
Structural Forms
Archetype
Mnemonic Device
Golden Ratio
3. 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
Recognition over recall
Orientation Sensitivity
Fitts' Law
4. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Ockham's Razor
Factor of Safety
Signal- to- Noise Ratio
Interference Effects
5. The process of using spatial and environmental information to navigate to a destination.
Factor of Safety
Wayfinding
Alignment
Pygmalion Effect
6. A process of repeating a set of operation until a specific result is achieved.
Iteration
Depth of Processing
Hierarchy of Needs (Design)
Orientation Sensitivity
7. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Ockham's Razor
Legibility
Constancy
Closure
8. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Picture Superiority Effect
Prototyping
Golden Ratio
Uniform Connectedness
9. The usability of a system is improved when its status and methods of use are clearly visible.
Orientation Sensitivity
Visibility
Expectation Effect
Attractiveness Bias
10. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Entry Point
Similarity
Layering
Shaping
11. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Shaping
Satisficing
Placebo effect
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Cost-Benefit
Alignment
Exposure Effect
Hawthorne Effect
13. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Wayfinding
Highlighting
Immersion
Iconic Representation
14. 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.
Feedback Loop
Depth of Processing
Demand Characteristics
Threat detection
15. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Depth of Processing
Satisficing
Closure
Modularity
16. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Accessibility
Fitts' Law
Storytelling
Alignment
17. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Depth of Processing
Savanna Preference
Chunking
Baby-Face Bias
18. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Shaping
Progressive Disclosure
Convergence
Waist to Hip Ratio
19. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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20. A ratio within the elements of a form - such as height to width - approximating 0.618.
Five Hat Racks
Golden Ratio
Operant Conditioning
Attractiveness Bias
21. The time required to move to a target is a function of the target size and distance to the target.
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22. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Waist to Hip Ratio
Life Cycle
Constancy
Hawthorne Effect
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Mapping
Performance vs. Preference
Normal Distribution
24. Elements that are close together are percieved to be more related than elements that are farther apart.
Entry Point
Proximity
Flexibility-Usability Tradeoff
Mnemonic Device
25. As the flexiblity of a system increases - its usability decreases.
Uncertainty Principle
Visibility
Flexibility-Usability Tradeoff
Three- Dimensional Projection
26. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Similarity
Attractiveness Bias
Prospect-Refuge
Ockham's Razor
27. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Forgiveness
Demand Characteristics
Good Continuation
Threat detection
28. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Errors
Affordance
Weakest Link
Pygmalion Effect
29. The use of pictorial images to improve the recognition and recall of signs and controls.
Redundancy
Readability
Iconic Representation
Mnemonic Device
30. The relative ease with which a destination - idea - or concept may be reached.
Structural Forms
Hick's Law
Accessibility
Inverted Pyramid
31. A property of visual equivalence among elements in a form.
Uniform Connectedness
Cognitive Dissonance
Defensible Space
Symmetry
32. 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)
Scaling Fallacy
Hierarchy
Halo Effect
Weakest Link
33. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Savanna Preference
Interference Effects
Hick's Law
Normal Distribution
34. 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.
Gutenberg Diagram
Waist to Hip Ratio
Closure
Similarity
35. 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
Iconic Representation
Maslow's Hierarchy of Needs
Savanna Preference
36. 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
Development Cycle
Waist to Hip Ratio
Operant Conditioning
37. A tendency to see objects and patterns as 3D when certain visual cues are present.
Good Continuation
Life Cycle
Three- Dimensional Projection
Uncertainty Principle
38. 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
Three- Dimensional Projection
Common Fate
Storytelling
Visibility
39. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Progressive Disclosure
Classical Conditioning
Depth of Processing
Maslow's Hierarchy of Needs
40. Given a choice between functionally equivalent designs - the simplest design should be selected.
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41. A process in which similar characteristics evolve independently in multiple systems.
Operant Conditioning
Modularity
Highlighting
Convergence
42. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Top- Down Lighting Bias
Five Hat Racks
Affordance
Figure-Ground Relationship
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Ockham's Razor
Consistency
Satisficing
Depth of Processing
44. The quality of system output is dependent on the quality of system input.
Form Follows Function
Constraint
Garbage In - Garbage Out
Mimicry
45. A method of limiting the actions that can be performed on a system.
Comparison
Layering
Garbage In - Garbage Out
Constraint
46. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Archetype
Performance vs. Preference
Hierarchy of Needs (Design)
Orientation Sensitivity
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)
Placebo effect
Face- ism Ratio
Classical Conditioning
Life Cycle
48. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Law of Pragnanz
Inverted Pyramid
Closure
Satisficing
49. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Forgiveness
Readability
Fibonacci Sequence
50. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
Constraint