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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) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
2. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Threat detection
Form Follows Function
Figure-Ground Relationship
Waist to Hip Ratio
3. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Savanna Preference
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Face- ism Ratio
4. 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.
Gutenberg Diagram
Satisficing
Proximity
Savanna Preference
5. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Figure-Ground Relationship
Hierarchy of Needs (Design)
Rule of Thirds
6. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Control
Prototyping
Gutenberg Diagram
7. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Iconic Representation
Placebo effect
Von Restorff Effect
Feedback Loop
8. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Legibility
Constraint
Alignment
Law of Pragnanz
9. The time it takes to make a decision increases as the number of alternatives increases.
10. Pictures are remembered better than words.
Top- Down Lighting Bias
Picture Superiority Effect
Accessibility
Proximity
11. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Face- ism Ratio
Expectation Effect
Uncertainty Principle
12. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Flexibility-Usability Tradeoff
Hierarchy
Errors
Comparison
13. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Good Continuation
Symmetry
Threat detection
Pygmalion Effect
14. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Von Restorff Effect
Development Cycle
Expectation Effect
Mnemonic Device
15. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Five Hat Racks
Mnemonic Device
Defensible Space
16. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Signal- to- Noise Ratio
Expectation Effect
Performance Load
17. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Mimicry
Hick's Law
Rule of Thirds
Top- Down Lighting Bias
18. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Fitts' Law
Interference Effects
Mnemonic Device
Flexibility-Usability Tradeoff
19. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Satisficing
Uniform Connectedness
Five Hat Racks
20. The debgree to which prose can be understood - based on the complexity of words and sentences.
Alignment
Weakest Link
Readability
Highlighting
21. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Common Fate
Legibility
Interference Effects
Archetype
22. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Fitts' Law
Hierarchy
Law of Pragnanz
Similarity
23. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Maslow's Hierarchy of Needs
Operant Conditioning
Self- similarity
24. The usability of a system is improved when its status and methods of use are clearly visible.
Mental Model
Prototyping
Forgiveness
Visibility
25. The process of using spatial and environmental information to navigate to a destination.
Hick's Law
Immersion
Wayfinding
Mnemonic Device
26. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Orientation Sensitivity
Savanna Preference
Placebo effect
27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Iteration
Five Hat Racks
Picture Superiority Effect
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Threat detection
Interference Effects
Legibility
Orientation Sensitivity
29. 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
Iteration
Errors
Garbage In - Garbage Out
30. An action or ommission of action yielding an unintended result.
Constraint
Errors
Serial Position Effects
Form Follows Function
31. 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.
Layering
Scaling Fallacy
Self- similarity
Serial Position Effects
32. People understand and interact with systems and environments based on mental representations developed from experience.
Fitts' Law
Placebo effect
Mental Model
Performance Load
33. 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.)
Expectation Effect
Feedback Loop
Hawthorne Effect
Five Hat Racks
34. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Immersion
Garbage In - Garbage Out
Uniform Connectedness
Face- ism Ratio
35. An attribute of an object that allows people to intuitively know how to use it
Affordance
Closure
Exposure Effect
Mnemonic Device
36. 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?)
Serial Position Effects
Storytelling
Cost-Benefit
Placebo effect
37. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Convergence
Fibonacci Sequence
Control
Attractiveness Bias
38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Cost-Benefit
Alignment
Legibility
39. The use of pictorial images to improve the recognition and recall of signs and controls.
Most Average Facial Appearance Effect
Iconic Representation
Fibonacci Sequence
Pygmalion Effect
40. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Maslow's Hierarchy of Needs
Factor of Safety
Pygmalion Effect
Five Hat Racks
41. The quality of system output is dependent on the quality of system input.
Mimicry
Garbage In - Garbage Out
Most Average Facial Appearance Effect
Framing
42. As the flexiblity of a system increases - its usability decreases.
Life Cycle
Figure-Ground Relationship
Flexibility-Usability Tradeoff
Framing
43. A sequence of numbers in which each number is the sum of the preceding two.
Uniform Connectedness
Fibonacci Sequence
Figure-Ground Relationship
Golden Ratio
44. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Self- similarity
Feedback Loop
Uncertainty Principle
45. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Readability
Modularity
Storytelling
Accessibility
46. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Rule of Thirds
Five Hat Racks
Confirmation
47. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Life Cycle
Prototyping
Fitts' Law
48. A process of repeating a set of operation until a specific result is achieved.
Fitts' Law
Hick's Law
Iteration
Cost-Benefit
49. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Prospect-Refuge
Golden Ratio
Exposure Effect
Constraint
50. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Rosenthal Effect
Similarity
Top- Down Lighting Bias
Normal Distribution