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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 in which a form is made up of parts similar to the whole or to one another.
Flexibility-Usability Tradeoff
Self- similarity
Von Restorff Effect
Weakest Link
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Self- similarity
Errors
Readability
Mimicry
3. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Common Fate
Progressive Disclosure
Law of Pragnanz
Feedback Loop
4. An action or ommission of action yielding an unintended result.
Good Continuation
Errors
Normal Distribution
Redundancy
5. The use of pictorial images to improve the recognition and recall of signs and controls.
Interference Effects
Normal Distribution
Hawthorne Effect
Iconic Representation
6. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Proximity
Defensible Space
Storytelling
Modularity
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Constancy
Attractiveness Bias
Shaping
Alignment
8. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Operant Conditioning
Closure
Shaping
Face- ism Ratio
9. A process in which similar characteristics evolve independently in multiple systems.
Inverted Pyramid
Convergence
Rosenthal Effect
Layering
10. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Development Cycle
Wayfinding
Progressive Disclosure
Face- ism Ratio
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Development Cycle
Prototyping
80/20 Rule
Performance vs. Preference
12. Memory for recognizing things is better than memory for recalling things.
Feedback Loop
Readability
Redundancy
Recognition over recall
13. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Uniform Connectedness
Forgiveness
Normal Distribution
Depth of Processing
14. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Depth of Processing
Storytelling
Exposure Effect
Comparison
15. An attribute of an object that allows people to intuitively know how to use it
Figure-Ground Relationship
Recognition over recall
Affordance
Shaping
16. Teachers treat students differently based on their expectations of how students will perform.
Control
Threat detection
Entry Point
Rosenthal Effect
17. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Ockham's Razor
Baby-Face Bias
Alignment
Uniform Connectedness
18. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Placebo effect
Halo Effect
Threat detection
Figure-Ground Relationship
19. The quality of system output is dependent on the quality of system input.
Accessibility
Mnemonic Device
Garbage In - Garbage Out
Five Hat Racks
20. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Defensible Space
Structural Forms
Cognitive Dissonance
Orientation Sensitivity
21. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Placebo effect
Mimicry
Operant Conditioning
22. 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.
Closure
Mapping
Wayfinding
Maslow's Hierarchy of Needs
23. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Figure-Ground Relationship
Depth of Processing
Satisficing
Constraint
24. A process of repeating a set of operation until a specific result is achieved.
Interference Effects
Threat detection
Iteration
Legibility
25. A technique for bringing attention to an area of text or image.
Law of Pragnanz
Symmetry
Highlighting
Rosenthal Effect
26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Development Cycle
Recognition over recall
Waist to Hip Ratio
27. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Recognition over recall
Demand Characteristics
Signal- to- Noise Ratio
28. The tendency for people to perform better or worse based on the expectations of another.
Framing
Control
Pygmalion Effect
Mimicry
29. A property of visual equivalence among elements in a form.
Most Average Facial Appearance Effect
Symmetry
Rosenthal Effect
Legibility
30. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Chunking
Defensible Space
Figure-Ground Relationship
Highlighting
31. 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.)
Defensible Space
Expectation Effect
Ockham's Razor
Fibonacci Sequence
32. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Prototyping
Weakest Link
Exposure Effect
Maslow's Hierarchy of Needs
33. The time required to move to a target is a function of the target size and distance to the target.
34. An original model on which something is patterned
Operant Conditioning
Serial Position Effects
Archetype
Form Follows Function
35. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Cognitive Dissonance
Entry Point
Five Hat Racks
Golden Ratio
36. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Archetype
Classical Conditioning
Performance Load
Hawthorne Effect
37. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Progressive Disclosure
Inverted Pyramid
Comparison
Law of Pragnanz
38. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Normal Distribution
Mapping
Orientation Sensitivity
Constancy
39. Pictures are remembered better than words.
Placebo effect
Picture Superiority Effect
Halo Effect
Immersion
40. Patients experience treatment effects based on their belief that a treatment will work.
Law of Pragnanz
Hierarchy of Needs (Design)
Picture Superiority Effect
Placebo effect
41. 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.
Feedback Loop
Hierarchy of Needs (Design)
Storytelling
Hierarchy
42. 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.
Chunking
Normal Distribution
Redundancy
Storytelling
43. A ratio within the elements of a form - such as height to width - approximating 0.618.
Mental Model
Operant Conditioning
Golden Ratio
Gutenberg Diagram
44. 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.
Hawthorne Effect
Uncertainty Principle
Serial Position Effects
Savanna Preference
45. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Entry Point
Wayfinding
Legibility
Highlighting
46. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Good Continuation
Shaping
Exposure Effect
47. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Hierarchy
Development Cycle
Maslow's Hierarchy of Needs
48. People understand and interact with systems and environments based on mental representations developed from experience.
Uniform Connectedness
Mental Model
Halo Effect
Similarity
49. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Savanna Preference
Entry Point
Framing
50. 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?)
Golden Ratio
Defensible Space
Consistency
Cost-Benefit