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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. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Closure
Structural Forms
Legibility
2. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mapping
Halo Effect
Accessibility
Orientation Sensitivity
3. The time it takes to make a decision increases as the number of alternatives increases.
4. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Hierarchy
Depth of Processing
Hawthorne Effect
Gutenberg Diagram
5. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Progressive Disclosure
Orientation Sensitivity
Waist to Hip Ratio
6. 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.
Good Continuation
Golden Ratio
Signal- to- Noise Ratio
Interference Effects
7. A method of limiting the actions that can be performed on a system.
Constraint
Structural Forms
Waist to Hip Ratio
Von Restorff Effect
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Consistency
Signal- to- Noise Ratio
Wayfinding
9. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Law of Pragnanz
Maslow's Hierarchy of Needs
Weakest Link
10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Entry Point
Highlighting
Archetype
11. 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.
Progressive Disclosure
Hierarchy of Needs (Design)
Garbage In - Garbage Out
Halo Effect
12. 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.
Development Cycle
Savanna Preference
Scaling Fallacy
Hierarchy of Needs (Design)
13. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Most Average Facial Appearance Effect
Mapping
Affordance
14. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Shaping
Weakest Link
Top- Down Lighting Bias
Constancy
15. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Weakest Link
Expectation Effect
Interference Effects
16. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Entry Point
Visibility
Most Average Facial Appearance Effect
Orientation Sensitivity
17. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Consistency
Framing
Structural Forms
Mental Model
18. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Shaping
Uniform Connectedness
Face- ism Ratio
Layering
19. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Normal Distribution
Rosenthal Effect
Storytelling
Immersion
20. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mental Model
Legibility
Progressive Disclosure
Prototyping
21. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Cost-Benefit
Law of Pragnanz
Affordance
22. An attribute of an object that allows people to intuitively know how to use it
Mapping
Pygmalion Effect
Three- Dimensional Projection
Affordance
23. A property of visual equivalence among elements in a form.
Framing
Convergence
Attractiveness Bias
Symmetry
24. Memory for recognizing things is better than memory for recalling things.
Interference Effects
Entry Point
Fibonacci Sequence
Recognition over recall
25. The relative ease with which a destination - idea - or concept may be reached.
Top- Down Lighting Bias
Development Cycle
Readability
Accessibility
26. 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.
Uncertainty Principle
Threat detection
Mapping
Highlighting
27. Given a choice between functionally equivalent designs - the simplest design should be selected.
28. The tendency for people to perform better or worse based on the expectations of another.
Symmetry
Pygmalion Effect
Uncertainty Principle
Chunking
29. A tendency to see objects and patterns as 3D when certain visual cues are present.
Golden Ratio
Three- Dimensional Projection
Baby-Face Bias
Mnemonic Device
30. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
31. An action or ommission of action yielding an unintended result.
Three- Dimensional Projection
80/20 Rule
Serial Position Effects
Errors
32. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Visibility
Progressive Disclosure
Hierarchy of Needs (Design)
Figure-Ground Relationship
33. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Immersion
Classical Conditioning
Prototyping
Weakest Link
34. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Alignment
Control
Rosenthal Effect
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Life Cycle
Top- Down Lighting Bias
Alignment
Defensible Space
36. A sequence of numbers in which each number is the sum of the preceding two.
Prospect-Refuge
Self- similarity
Fibonacci Sequence
Uncertainty Principle
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Fitts' Law
Performance vs. Preference
Consistency
Mimicry
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Recognition over recall
Defensible Space
Visibility
Scaling Fallacy
39. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Exposure Effect
Prototyping
Feedback Loop
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Defensible Space
Exposure Effect
Affordance
Factor of Safety
41. The process of using spatial and environmental information to navigate to a destination.
Savanna Preference
Classical Conditioning
Wayfinding
Framing
42. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Prototyping
Framing
Inverted Pyramid
Signal- to- Noise Ratio
43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Mimicry
Normal Distribution
Depth of Processing
44. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Prototyping
Face- ism Ratio
Self- similarity
Errors
45. 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.)
Fitts' Law
Factor of Safety
Proximity
Expectation Effect
46. 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)
Cognitive Dissonance
Accessibility
Scaling Fallacy
Recognition over recall
47. A process of repeating a set of operation until a specific result is achieved.
Defensible Space
Scaling Fallacy
Legibility
Iteration
48. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Normal Distribution
Law of Pragnanz
Performance Load
49. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
Exposure Effect
Rule of Thirds
50. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Chunking
Factor of Safety
Forgiveness
Top- Down Lighting Bias