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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 technique for bringing attention to an area of text or image.
Scaling Fallacy
Performance Load
Highlighting
Consistency
2. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Picture Superiority Effect
Similarity
Hick's Law
Life Cycle
3. A method of limiting the actions that can be performed on a system.
Cost-Benefit
Constraint
Von Restorff Effect
Five Hat Racks
4. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Forgiveness
Ockham's Razor
Mimicry
Form Follows Function
5. A property of visual equivalence among elements in a form.
Maslow's Hierarchy of Needs
Readability
Uniform Connectedness
Symmetry
6. The use of pictorial images to improve the recognition and recall of signs and controls.
Archetype
Hawthorne Effect
Readability
Iconic Representation
7. A process of repeating a set of operation until a specific result is achieved.
Picture Superiority Effect
Ockham's Razor
Serial Position Effects
Iteration
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Depth of Processing
Accessibility
Classical Conditioning
Symmetry
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Cost-Benefit
Satisficing
Top- Down Lighting Bias
Consistency
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
80/20 Rule
Signal- to- Noise Ratio
Framing
11. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Normal Distribution
Modularity
Immersion
Signal- to- Noise Ratio
12. An attribute of an object that allows people to intuitively know how to use it
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
Affordance
Consistency
13. The usability of a system is improved when similar parts are expressed in similar ways.
Rule of Thirds
Shaping
Structural Forms
Consistency
14. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Fibonacci Sequence
Hick's Law
Placebo effect
15. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Von Restorff Effect
Cost-Benefit
Halo Effect
Self- similarity
16. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Development Cycle
Forgiveness
Symmetry
Normal Distribution
17. An action or ommission of action yielding an unintended result.
Depth of Processing
Performance Load
Serial Position Effects
Errors
18. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Legibility
Good Continuation
Factor of Safety
19. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Visibility
Hierarchy of Needs (Design)
Form Follows Function
20. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Confirmation
Cognitive Dissonance
Performance Load
Orientation Sensitivity
21. Elements that are close together are percieved to be more related than elements that are farther apart.
Expectation Effect
Proximity
Cognitive Dissonance
Rule of Thirds
22. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Waist to Hip Ratio
Placebo effect
Depth of Processing
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Structural Forms
Iteration
Baby-Face Bias
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Inverted Pyramid
Comparison
Hierarchy
Legibility
25. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Halo Effect
Storytelling
Ockham's Razor
Serial Position Effects
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Gutenberg Diagram
Rule of Thirds
Mapping
27. A process in which similar characteristics evolve independently in multiple systems.
Most Average Facial Appearance Effect
Halo Effect
Fibonacci Sequence
Convergence
28. The tendency for people to perform better or worse based on the expectations of another.
Defensible Space
Recognition over recall
Performance vs. Preference
Pygmalion Effect
29. A sequence of numbers in which each number is the sum of the preceding two.
Cognitive Dissonance
Halo Effect
Fibonacci Sequence
Affordance
30. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Cost-Benefit
Layering
Development Cycle
Alignment
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Savanna Preference
Confirmation
Hierarchy
Performance Load
32. 80% of the effects generated by any large system are caused by 20% of the variables.
Forgiveness
80/20 Rule
Attractiveness Bias
Signal- to- Noise Ratio
33. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Entry Point
Similarity
Common Fate
Rule of Thirds
34. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Maslow's Hierarchy of Needs
Five Hat Racks
Law of Pragnanz
Threat detection
35. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Scaling Fallacy
Performance Load
Highlighting
Five Hat Racks
36. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Serial Position Effects
Pygmalion Effect
Face- ism Ratio
Threat detection
37. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Inverted Pyramid
Confirmation
Feedback Loop
Entry Point
38. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Good Continuation
Cognitive Dissonance
Life Cycle
Factor of Safety
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Performance vs. Preference
Figure-Ground Relationship
Law of Pragnanz
40. Teachers treat students differently based on their expectations of how students will perform.
Classical Conditioning
Errors
Rosenthal Effect
Modularity
41. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Interference Effects
Proximity
Prototyping
Figure-Ground Relationship
42. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Picture Superiority Effect
80/20 Rule
Structural Forms
43. The usability of a system is improved when its status and methods of use are clearly visible.
Threat detection
Prototyping
Visibility
Iteration
44. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Demand Characteristics
Golden Ratio
Three- Dimensional Projection
Baby-Face Bias
45. An original model on which something is patterned
Classical Conditioning
Inverted Pyramid
Normal Distribution
Archetype
46. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Figure-Ground Relationship
Exposure Effect
Flexibility-Usability Tradeoff
Savanna Preference
47. 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.
Five Hat Racks
Good Continuation
Factor of Safety
Fitts' Law
48. 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.
Alignment
Savanna Preference
Constraint
Closure
49. 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.
Satisficing
Expectation Effect
Mapping
Gutenberg Diagram
50. 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.)
Archetype
Expectation Effect
Visibility
Scaling Fallacy