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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. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Garbage In - Garbage Out
Figure-Ground Relationship
80/20 Rule
Mental Model
2. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Mimicry
Form Follows Function
Hawthorne Effect
3. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Rosenthal Effect
Cognitive Dissonance
Placebo effect
Pygmalion Effect
4. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Performance vs. Preference
Threat detection
Orientation Sensitivity
Von Restorff Effect
5. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Inverted Pyramid
Good Continuation
Demand Characteristics
Constancy
6. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Proximity
Baby-Face Bias
Structural Forms
Prospect-Refuge
7. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Depth of Processing
Shaping
Placebo effect
Prototyping
8. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
80/20 Rule
Forgiveness
Feedback Loop
9. Patients experience treatment effects based on their belief that a treatment will work.
Control
Placebo effect
Cognitive Dissonance
Framing
10. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Golden Ratio
Wayfinding
Demand Characteristics
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Satisficing
Gutenberg Diagram
Top- Down Lighting Bias
Control
12. 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.
Highlighting
Consistency
Structural Forms
Waist to Hip Ratio
13. The time required to move to a target is a function of the target size and distance to the target.
14. 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.
Interference Effects
Law of Pragnanz
Factor of Safety
Good Continuation
15. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Attractiveness Bias
Cognitive Dissonance
Five Hat Racks
16. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Layering
Proximity
Face- ism Ratio
Wayfinding
17. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Normal Distribution
Von Restorff Effect
Pygmalion Effect
18. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Consistency
Exposure Effect
Life Cycle
Structural Forms
19. 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
Exposure Effect
Hierarchy of Needs (Design)
Constancy
20. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Satisficing
Iconic Representation
Shaping
21. 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.
Convergence
Self- similarity
Performance Load
Redundancy
22. 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)
Symmetry
Convergence
Chunking
Scaling Fallacy
23. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Orientation Sensitivity
80/20 Rule
Constancy
Fibonacci Sequence
24. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Ockham's Razor
Prototyping
Five Hat Racks
Legibility
25. People understand and interact with systems and environments based on mental representations developed from experience.
Storytelling
Similarity
Mental Model
Attractiveness Bias
26. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Mnemonic Device
Uniform Connectedness
Defensible Space
27. The usability of a system is improved when similar parts are expressed in similar ways.
Convergence
Consistency
Highlighting
Weakest Link
28. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Factor of Safety
Depth of Processing
Fibonacci Sequence
Exposure Effect
29. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Defensible Space
Proximity
Legibility
Storytelling
30. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Garbage In - Garbage Out
Visibility
Archetype
31. 80% of the effects generated by any large system are caused by 20% of the variables.
Constraint
Convergence
80/20 Rule
Performance vs. Preference
32. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Expectation Effect
Rosenthal Effect
Baby-Face Bias
Serial Position Effects
33. 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.
Interference Effects
Rule of Thirds
Uncertainty Principle
Feedback Loop
34. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Recognition over recall
Archetype
Mnemonic Device
Serial Position Effects
35. A method of limiting the actions that can be performed on a system.
Modularity
Ockham's Razor
Constraint
Mental Model
36. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Closure
Progressive Disclosure
Entry Point
Performance Load
37. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Halo Effect
Confirmation
Hierarchy
Weakest Link
38. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Gutenberg Diagram
Rule of Thirds
Orientation Sensitivity
Von Restorff Effect
39. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Modularity
Legibility
Interference Effects
Garbage In - Garbage Out
40. A tendency to see objects and patterns as 3D when certain visual cues are present.
Operant Conditioning
Maslow's Hierarchy of Needs
Attractiveness Bias
Three- Dimensional Projection
41. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Depth of Processing
Consistency
Waist to Hip Ratio
Closure
42. Given a choice between functionally equivalent designs - the simplest design should be selected.
43. An action or ommission of action yielding an unintended result.
Alignment
Mapping
Threat detection
Errors
44. The tendency for people to perform better or worse based on the expectations of another.
Prototyping
Pygmalion Effect
Performance vs. Preference
Exposure Effect
45. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Form Follows Function
Orientation Sensitivity
Gutenberg Diagram
Forgiveness
46. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Hawthorne Effect
Savanna Preference
Normal Distribution
47. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Halo Effect
Development Cycle
Pygmalion Effect
Five Hat Racks
48. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Normal Distribution
Halo Effect
Immersion
Interference Effects
49. Memory for recognizing things is better than memory for recalling things.
Proximity
Most Average Facial Appearance Effect
Baby-Face Bias
Recognition over recall
50. The time it takes to make a decision increases as the number of alternatives increases.