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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 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.
Chunking
Constancy
Symmetry
Entry Point
2. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Constraint
Satisficing
Normal Distribution
Face- ism Ratio
3. A method of limiting the actions that can be performed on a system.
Feedback Loop
Constraint
Redundancy
Threat detection
4. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Maslow's Hierarchy of Needs
Visibility
Garbage In - Garbage Out
Defensible Space
5. 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.
Readability
Weakest Link
Consistency
Mapping
6. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Accessibility
Signal- to- Noise Ratio
Weakest Link
7. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hick's Law
Scaling Fallacy
Top- Down Lighting Bias
Confirmation
8. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Prospect-Refuge
Placebo effect
Hawthorne Effect
Entry Point
9. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Alignment
Pygmalion Effect
Prospect-Refuge
Uncertainty Principle
10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Factor of Safety
Cognitive Dissonance
Self- similarity
Mimicry
11. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Savanna Preference
Exposure Effect
Threat detection
12. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Prospect-Refuge
Hick's Law
Five Hat Racks
Von Restorff Effect
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prototyping
80/20 Rule
Scaling Fallacy
Halo Effect
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Constraint
Waist to Hip Ratio
Structural Forms
Modularity
15. The usability of a system is improved when its status and methods of use are clearly visible.
Uncertainty Principle
Life Cycle
Iteration
Visibility
16. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Form Follows Function
Serial Position Effects
Structural Forms
Framing
17. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Shaping
Picture Superiority Effect
Errors
Uncertainty Principle
18. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Hierarchy
Consistency
Symmetry
19. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Interference Effects
Mental Model
Demand Characteristics
Von Restorff Effect
20. 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.
Fibonacci Sequence
Feedback Loop
Hierarchy
Self- similarity
21. 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.
Mnemonic Device
Performance Load
Pygmalion Effect
Waist to Hip Ratio
22. An action or ommission of action yielding an unintended result.
Mimicry
Errors
Von Restorff Effect
Framing
23. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Picture Superiority Effect
Prospect-Refuge
Rule of Thirds
Exposure Effect
24. Patients experience treatment effects based on their belief that a treatment will work.
Defensible Space
Placebo effect
Uncertainty Principle
Prototyping
25. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Cognitive Dissonance
Hierarchy
Three- Dimensional Projection
Interference Effects
26. Elements that are close together are percieved to be more related than elements that are farther apart.
Factor of Safety
Halo Effect
Proximity
Garbage In - Garbage Out
27. A property of visual equivalence among elements in a form.
Symmetry
Mapping
Face- ism Ratio
Fitts' Law
28. 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?)
Errors
Fitts' Law
Cost-Benefit
Feedback Loop
29. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Feedback Loop
Defensible Space
Fitts' Law
30. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Self- similarity
Proximity
Rosenthal Effect
Figure-Ground Relationship
31. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Similarity
Depth of Processing
Gutenberg Diagram
Self- similarity
32. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Normal Distribution
Mnemonic Device
Fibonacci Sequence
33. The debgree to which prose can be understood - based on the complexity of words and sentences.
Top- Down Lighting Bias
Forgiveness
Readability
Cost-Benefit
34. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Readability
Similarity
Most Average Facial Appearance Effect
Forgiveness
35. 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.
Von Restorff Effect
Threat detection
Operant Conditioning
Redundancy
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Three- Dimensional Projection
Recognition over recall
Rosenthal Effect
37. The tendency for people to behave differently when they know they are being studied
Hierarchy
Hawthorne Effect
Life Cycle
Exposure Effect
38. A property in which a form is made up of parts similar to the whole or to one another.
Waist to Hip Ratio
Errors
Three- Dimensional Projection
Self- similarity
39. 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
Recognition over recall
Life Cycle
Constraint
40. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Five Hat Racks
Orientation Sensitivity
Inverted Pyramid
Accessibility
41. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Feedback Loop
Exposure Effect
Baby-Face Bias
Iconic Representation
42. Pictures are remembered better than words.
Closure
Iconic Representation
Chunking
Picture Superiority Effect
43. 80% of the effects generated by any large system are caused by 20% of the variables.
Operant Conditioning
80/20 Rule
Confirmation
Interference Effects
44. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Demand Characteristics
Storytelling
Face- ism Ratio
Placebo effect
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
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46. The tendency for people to perform better or worse based on the expectations of another.
Shaping
Good Continuation
Pygmalion Effect
Symmetry
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Law of Pragnanz
Placebo effect
Common Fate
48. The time required to move to a target is a function of the target size and distance to the target.
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49. 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
Defensible Space
Confirmation
Uniform Connectedness
50. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Uniform Connectedness
Closure
Comparison