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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 of visual equivalence among elements in a form.
Highlighting
Mapping
Exposure Effect
Symmetry
2. The use of pictorial images to improve the recognition and recall of signs and controls.
Proximity
Mnemonic Device
Iconic Representation
Hierarchy
3. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
80/20 Rule
Confirmation
Layering
Feedback Loop
4. The usability of a system is improved when similar parts are expressed in similar ways.
Classical Conditioning
Scaling Fallacy
Weakest Link
Consistency
5. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Waist to Hip Ratio
Shaping
Threat detection
Satisficing
6. Elements that are close together are percieved to be more related than elements that are farther apart.
Errors
Five Hat Racks
Constraint
Proximity
7. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Scaling Fallacy
Inverted Pyramid
Progressive Disclosure
Readability
8. The quality of system output is dependent on the quality of system input.
Iteration
Three- Dimensional Projection
Development Cycle
Garbage In - Garbage Out
9. An action or ommission of action yielding an unintended result.
Structural Forms
Convergence
Redundancy
Errors
10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Forgiveness
Demand Characteristics
Face- ism Ratio
Comparison
11. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Face- ism Ratio
Iconic Representation
Weakest Link
12. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Halo Effect
Normal Distribution
Mimicry
Constancy
13. 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.
Flexibility-Usability Tradeoff
Chunking
Symmetry
Depth of Processing
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Mnemonic Device
Attractiveness Bias
Ockham's Razor
Gutenberg Diagram
15. An attribute of an object that allows people to intuitively know how to use it
Law of Pragnanz
Affordance
Uniform Connectedness
Five Hat Racks
16. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Similarity
Prototyping
Iteration
Fitts' Law
17. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Convergence
Attractiveness Bias
Defensible Space
18. Pictures are remembered better than words.
Flexibility-Usability Tradeoff
Threat detection
Alignment
Picture Superiority Effect
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Immersion
Defensible Space
Recognition over recall
Hawthorne Effect
20. The tendency for people to behave differently when they know they are being studied
Hierarchy of Needs (Design)
Hawthorne Effect
Three- Dimensional Projection
Modularity
21. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Framing
Hierarchy of Needs (Design)
Self- similarity
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.
Golden Ratio
Uniform Connectedness
Mapping
Hick's Law
23. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Top- Down Lighting Bias
Expectation Effect
Convergence
Weakest Link
24. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Weakest Link
Modularity
Constancy
Fitts' Law
25. The process of using spatial and environmental information to navigate to a destination.
Modularity
Wayfinding
Orientation Sensitivity
Hick's Law
26. 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)
Storytelling
Uniform Connectedness
Scaling Fallacy
Visibility
27. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Law of Pragnanz
Closure
Wayfinding
28. The relative ease with which a destination - idea - or concept may be reached.
Defensible Space
Life Cycle
Accessibility
Redundancy
29. Memory for recognizing things is better than memory for recalling things.
Mapping
Recognition over recall
Redundancy
Halo Effect
30. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Serial Position Effects
Defensible Space
Inverted Pyramid
Archetype
31. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Classical Conditioning
Layering
Scaling Fallacy
Storytelling
32. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Golden Ratio
Progressive Disclosure
Orientation Sensitivity
Wayfinding
33. A technique that influences decision making and judgement by manipulating the way information is presented.
Three- Dimensional Projection
Chunking
Framing
Structural Forms
34. A process in which similar characteristics evolve independently in multiple systems.
Law of Pragnanz
Convergence
Self- similarity
Framing
35. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy
Gutenberg Diagram
Five Hat Racks
Top- Down Lighting Bias
36. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Feedback Loop
Development Cycle
Prototyping
Demand Characteristics
37. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Legibility
Performance vs. Preference
Operant Conditioning
38. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Defensible Space
Baby-Face Bias
Entry Point
Uniform Connectedness
39. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Baby-Face Bias
Mimicry
Fibonacci Sequence
Self- similarity
40. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Proximity
Affordance
80/20 Rule
Immersion
41. The time required to move to a target is a function of the target size and distance to the target.
42. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Constancy
Hawthorne Effect
Five Hat Racks
Uniform Connectedness
43. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Interference Effects
Halo Effect
Most Average Facial Appearance Effect
44. 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.
Signal- to- Noise Ratio
Good Continuation
Structural Forms
Prototyping
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
46. A method of limiting the actions that can be performed on a system.
Waist to Hip Ratio
Constraint
Affordance
Shaping
47. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Mimicry
Highlighting
Five Hat Racks
Structural Forms
48. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Gutenberg Diagram
Interference Effects
Alignment
Hierarchy of Needs (Design)
49. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Von Restorff Effect
Interference Effects
Operant Conditioning
50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Baby-Face Bias
Shaping
Expectation Effect
Savanna Preference