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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. A tendency to see objects and patterns as 3D when certain visual cues are present.
Structural Forms
Three- Dimensional Projection
Halo Effect
Prospect-Refuge
3. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Development Cycle
Signal- to- Noise Ratio
Mnemonic Device
Mapping
4. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Prospect-Refuge
Golden Ratio
Storytelling
5. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Closure
Baby-Face Bias
Progressive Disclosure
Cognitive Dissonance
6. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Accessibility
Golden Ratio
Picture Superiority Effect
7. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Comparison
Structural Forms
Threat detection
Interference Effects
8. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hick's Law
Life Cycle
Threat detection
Operant Conditioning
9. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Classical Conditioning
Comparison
Factor of Safety
10. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Immersion
Halo Effect
Self- similarity
Structural Forms
11. 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.
Savanna Preference
Mnemonic Device
Wayfinding
Comparison
12. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Figure-Ground Relationship
Exposure Effect
Prospect-Refuge
Convergence
13. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Constancy
Iconic Representation
Pygmalion Effect
14. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uncertainty Principle
Uniform Connectedness
Development Cycle
Self- similarity
15. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Alignment
Forgiveness
Chunking
Mimicry
16. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Prospect-Refuge
Visibility
Confirmation
Exposure Effect
17. 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
Mnemonic Device
Figure-Ground Relationship
Hawthorne Effect
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Similarity
Iconic Representation
Self- similarity
Rosenthal Effect
19. The time required to move to a target is a function of the target size and distance to the target.
20. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Comparison
Forgiveness
Form Follows Function
21. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Accessibility
Consistency
Normal Distribution
22. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Figure-Ground Relationship
Weakest Link
Development Cycle
Mimicry
23. 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.
Readability
Hick's Law
Good Continuation
Highlighting
24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Structural Forms
Figure-Ground Relationship
Mapping
Affordance
25. 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.
Waist to Hip Ratio
Entry Point
Operant Conditioning
Picture Superiority Effect
26. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Flexibility-Usability Tradeoff
Rule of Thirds
Gutenberg Diagram
Hierarchy
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Alignment
Entry Point
Symmetry
Golden Ratio
28. An original model on which something is patterned
Gutenberg Diagram
Archetype
Maslow's Hierarchy of Needs
Exposure Effect
29. 80% of the effects generated by any large system are caused by 20% of the variables.
Top- Down Lighting Bias
80/20 Rule
Law of Pragnanz
Three- Dimensional Projection
30. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Structural Forms
Alignment
Readability
31. People understand and interact with systems and environments based on mental representations developed from experience.
Proximity
Life Cycle
Mental Model
Von Restorff Effect
32. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Shaping
Interference Effects
Savanna Preference
Satisficing
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Uncertainty Principle
Consistency
Threat detection
Garbage In - Garbage Out
34. 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?)
Cost-Benefit
Structural Forms
Constraint
Form Follows Function
35. Given a choice between functionally equivalent designs - the simplest design should be selected.
36. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Archetype
Redundancy
Cost-Benefit
37. 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
Life Cycle
Rule of Thirds
Redundancy
38. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Halo Effect
Recognition over recall
Highlighting
39. 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.
Performance Load
Feedback Loop
Closure
Satisficing
40. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Baby-Face Bias
Chunking
Placebo effect
41. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Constancy
Entry Point
Figure-Ground Relationship
42. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Feedback Loop
Scaling Fallacy
80/20 Rule
43. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Law of Pragnanz
80/20 Rule
Most Average Facial Appearance Effect
44. Memory for recognizing things is better than memory for recalling things.
Satisficing
Recognition over recall
Figure-Ground Relationship
Mental Model
45. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Framing
Uniform Connectedness
Modularity
Development Cycle
46. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Performance vs. Preference
Immersion
Scaling Fallacy
Five Hat Racks
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Symmetry
Savanna Preference
Performance Load
Iconic Representation
48. The tendency for people to behave differently when they know they are being studied
Uncertainty Principle
Hawthorne Effect
Top- Down Lighting Bias
Weakest Link
49. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Garbage In - Garbage Out
Self- similarity
Serial Position Effects
50. Elements that are similar are perceived to be more related than elements that are dissimilar.
Comparison
Rosenthal Effect
Satisficing
Similarity