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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 property of visual equivalence among elements in a form.
Accessibility
Symmetry
Fibonacci Sequence
Legibility
2. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Figure-Ground Relationship
Framing
Entry Point
Self- similarity
3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Operant Conditioning
Modularity
Ockham's Razor
Depth of Processing
4. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Threat detection
Top- Down Lighting Bias
Figure-Ground Relationship
Structural Forms
5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Classical Conditioning
Pygmalion Effect
Similarity
Cost-Benefit
6. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Demand Characteristics
Golden Ratio
Development Cycle
7. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Immersion
Top- Down Lighting Bias
Readability
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mimicry
Defensible Space
Legibility
Top- Down Lighting Bias
9. 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.
Hierarchy of Needs (Design)
Picture Superiority Effect
Serial Position Effects
Convergence
10. A property in which a form is made up of parts similar to the whole or to one another.
Storytelling
Five Hat Racks
Attractiveness Bias
Self- similarity
11. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Constancy
Placebo effect
Serial Position Effects
Shaping
12. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Feedback Loop
Proximity
Depth of Processing
Form Follows Function
13. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Defensible Space
Picture Superiority Effect
Maslow's Hierarchy of Needs
14. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Pygmalion Effect
Mimicry
Threat detection
Serial Position Effects
15. 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)
Weakest Link
Rule of Thirds
Framing
Scaling Fallacy
16. Teachers treat students differently based on their expectations of how students will perform.
Law of Pragnanz
Rosenthal Effect
Most Average Facial Appearance Effect
Interference Effects
17. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Baby-Face Bias
Von Restorff Effect
Symmetry
Five Hat Racks
18. A method of limiting the actions that can be performed on a system.
Constraint
Weakest Link
Convergence
Accessibility
19. 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.
Proximity
Satisficing
Baby-Face Bias
Savanna Preference
20. The use of pictorial images to improve the recognition and recall of signs and controls.
Form Follows Function
Hawthorne Effect
Redundancy
Iconic Representation
21. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Gutenberg Diagram
Good Continuation
Law of Pragnanz
Operant Conditioning
22. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Accessibility
Hierarchy
Chunking
Demand Characteristics
23. 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
Rule of Thirds
Mnemonic Device
Chunking
Common Fate
24. An original model on which something is patterned
Confirmation
Inverted Pyramid
Performance Load
Archetype
25. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Rule of Thirds
Weakest Link
Chunking
Signal- to- Noise Ratio
26. The time it takes to make a decision increases as the number of alternatives increases.
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27. 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?)
Signal- to- Noise Ratio
Recognition over recall
Affordance
Cost-Benefit
28. 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.
Structural Forms
Hierarchy of Needs (Design)
Consistency
Maslow's Hierarchy of Needs
29. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Visibility
Shaping
Signal- to- Noise Ratio
Operant Conditioning
30. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Orientation Sensitivity
Five Hat Racks
Factor of Safety
Operant Conditioning
31. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Von Restorff Effect
Closure
Normal Distribution
32. A process of repeating a set of operation until a specific result is achieved.
Exposure Effect
Iteration
Symmetry
Top- Down Lighting Bias
33. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Classical Conditioning
Closure
Cognitive Dissonance
Halo Effect
34. Memory for recognizing things is better than memory for recalling things.
Forgiveness
Recognition over recall
Visibility
Expectation Effect
35. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Performance Load
Attractiveness Bias
Savanna Preference
36. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Fibonacci Sequence
Five Hat Racks
Uniform Connectedness
Baby-Face Bias
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Constancy
Iteration
Proximity
Hick's Law
38. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Flexibility-Usability Tradeoff
Convergence
Storytelling
Prototyping
39. A process in which similar characteristics evolve independently in multiple systems.
Consistency
Structural Forms
Picture Superiority Effect
Convergence
40. 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.)
Rule of Thirds
Expectation Effect
Control
Savanna Preference
41. A technique for bringing attention to an area of text or image.
Highlighting
Halo Effect
Uncertainty Principle
Symmetry
42. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Mapping
Prototyping
Signal- to- Noise Ratio
43. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Affordance
Classical Conditioning
Closure
Performance Load
44. Given a choice between functionally equivalent designs - the simplest design should be selected.
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45. 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.
Framing
Modularity
Rule of Thirds
Mapping
46. An attribute of an object that allows people to intuitively know how to use it
Classical Conditioning
Mapping
Affordance
Structural Forms
47. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Attractiveness Bias
Five Hat Racks
Convergence
Development Cycle
48. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Flexibility-Usability Tradeoff
Expectation Effect
Inverted Pyramid
Progressive Disclosure
49. A technique that influences decision making and judgement by manipulating the way information is presented.
Visibility
Baby-Face Bias
Framing
Normal Distribution
50. 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
Threat detection
Development Cycle
Recognition over recall