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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 diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Garbage In - Garbage Out
Gutenberg Diagram
Savanna Preference
Form Follows Function
2. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Cognitive Dissonance
Control
Defensible Space
Affordance
3. Memory for recognizing things is better than memory for recalling things.
Uniform Connectedness
Interference Effects
Recognition over recall
Feedback Loop
4. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Expectation Effect
Hick's Law
Mapping
Von Restorff Effect
5. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Most Average Facial Appearance Effect
Classical Conditioning
Mimicry
Waist to Hip Ratio
6. 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
Self- similarity
Orientation Sensitivity
Layering
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mental Model
Interference Effects
Common Fate
Attractiveness Bias
8. A sequence of numbers in which each number is the sum of the preceding two.
Constraint
Fibonacci Sequence
Comparison
Five Hat Racks
9. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Entry Point
Mimicry
Comparison
Fibonacci Sequence
10. The relative ease with which a destination - idea - or concept may be reached.
Self- similarity
Hawthorne Effect
Threat detection
Accessibility
11. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Threat detection
Face- ism Ratio
Convergence
12. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Entry Point
Structural Forms
Rule of Thirds
Progressive Disclosure
13. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Self- similarity
Prospect-Refuge
Framing
14. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Highlighting
Satisficing
Threat detection
Inverted Pyramid
15. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Attractiveness Bias
Golden Ratio
Operant Conditioning
Symmetry
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Convergence
Law of Pragnanz
Modularity
Readability
17. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Performance Load
Prototyping
Rosenthal Effect
18. 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.
Modularity
Self- similarity
Good Continuation
Constraint
19. As the flexiblity of a system increases - its usability decreases.
Framing
Flexibility-Usability Tradeoff
Mimicry
Layering
20. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Hierarchy of Needs (Design)
Prospect-Refuge
Orientation Sensitivity
21. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Highlighting
Cost-Benefit
Law of Pragnanz
Orientation Sensitivity
22. Given a choice between functionally equivalent designs - the simplest design should be selected.
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Waist to Hip Ratio
Orientation Sensitivity
Face- ism Ratio
Satisficing
24. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Inverted Pyramid
Hick's Law
Shaping
Entry Point
25. 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.
Life Cycle
Feedback Loop
Progressive Disclosure
Law of Pragnanz
26. A technique for bringing attention to an area of text or image.
Readability
Highlighting
Affordance
Cost-Benefit
27. An original model on which something is patterned
Golden Ratio
Exposure Effect
Structural Forms
Archetype
28. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Wayfinding
Scaling Fallacy
Closure
Storytelling
29. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Constraint
Fitts' Law
Rule of Thirds
Framing
30. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Most Average Facial Appearance Effect
Shaping
Alignment
Archetype
31. A process in which similar characteristics evolve independently in multiple systems.
Ockham's Razor
Life Cycle
Convergence
Figure-Ground Relationship
32. An action or ommission of action yielding an unintended result.
Errors
Rosenthal Effect
Normal Distribution
Progressive Disclosure
33. 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.
Mimicry
Gutenberg Diagram
Savanna Preference
Recognition over recall
34. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Maslow's Hierarchy of Needs
Constancy
Uniform Connectedness
Cognitive Dissonance
35. A method of limiting the actions that can be performed on a system.
Progressive Disclosure
Ockham's Razor
Constraint
Visibility
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Savanna Preference
Feedback Loop
Recognition over recall
Closure
37. 80% of the effects generated by any large system are caused by 20% of the variables.
Chunking
80/20 Rule
Top- Down Lighting Bias
Constraint
38. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Cognitive Dissonance
Form Follows Function
Exposure Effect
39. The tendency for people to perform better or worse based on the expectations of another.
Wayfinding
Legibility
Pygmalion Effect
80/20 Rule
40. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Highlighting
Maslow's Hierarchy of Needs
Constancy
41. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Baby-Face Bias
Ockham's Razor
Highlighting
Modularity
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Placebo effect
Convergence
Maslow's Hierarchy of Needs
43. The time required to move to a target is a function of the target size and distance to the target.
44. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Factor of Safety
Classical Conditioning
Proximity
Alignment
45. People understand and interact with systems and environments based on mental representations developed from experience.
Hierarchy of Needs (Design)
Mental Model
Archetype
Face- ism Ratio
46. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Satisficing
Golden Ratio
Fitts' Law
Halo Effect
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Demand Characteristics
Signal- to- Noise Ratio
Chunking
48. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Highlighting
Proximity
Immersion
Operant Conditioning
49. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Face- ism Ratio
Common Fate
Cost-Benefit
Von Restorff Effect
50. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Expectation Effect
Progressive Disclosure
Inverted Pyramid
Prototyping