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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. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Good Continuation
Hierarchy
Von Restorff Effect
Mapping
2. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Similarity
Three- Dimensional Projection
Life Cycle
Layering
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Placebo effect
Threat detection
Mapping
Mnemonic Device
4. 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.)
Layering
Wayfinding
Expectation Effect
Shaping
5. 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
Common Fate
Visibility
Self- similarity
6. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Convergence
Framing
Layering
7. A property in which a form is made up of parts similar to the whole or to one another.
Classical Conditioning
Self- similarity
Top- Down Lighting Bias
Convergence
8. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Von Restorff Effect
Factor of Safety
Storytelling
9. 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.
Serial Position Effects
Attractiveness Bias
Rosenthal Effect
Defensible Space
10. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Recognition over recall
Figure-Ground Relationship
Alignment
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Comparison
Development Cycle
Closure
Flexibility-Usability Tradeoff
12. A process in which similar characteristics evolve independently in multiple systems.
Satisficing
Convergence
Garbage In - Garbage Out
Comparison
13. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Fitts' Law
Top- Down Lighting Bias
Von Restorff Effect
Shaping
14. The relative ease with which a destination - idea - or concept may be reached.
Redundancy
Maslow's Hierarchy of Needs
Interference Effects
Accessibility
15. An attribute of an object that allows people to intuitively know how to use it
Affordance
Common Fate
Errors
Halo Effect
16. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Symmetry
Figure-Ground Relationship
Attractiveness Bias
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Normal Distribution
Modularity
Development Cycle
Most Average Facial Appearance Effect
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Serial Position Effects
Top- Down Lighting Bias
Von Restorff Effect
Similarity
19. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Visibility
Performance vs. Preference
Inverted Pyramid
20. 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.
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
Cognitive Dissonance
Redundancy
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Satisficing
Inverted Pyramid
Mapping
Pygmalion Effect
22. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Structural Forms
Proximity
Errors
Normal Distribution
23. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Classical Conditioning
Similarity
Constancy
24. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Von Restorff Effect
Classical Conditioning
Forgiveness
Structural Forms
25. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Layering
Halo Effect
Face- ism Ratio
26. Patients experience treatment effects based on their belief that a treatment will work.
Mapping
Structural Forms
Inverted Pyramid
Placebo effect
27. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Highlighting
Ockham's Razor
Fibonacci Sequence
Shaping
28. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Operant Conditioning
Accessibility
Framing
Weakest Link
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Serial Position Effects
Progressive Disclosure
Visibility
Shaping
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
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31. 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.
Hick's Law
Serial Position Effects
Depth of Processing
Hierarchy of Needs (Design)
32. The process of using spatial and environmental information to navigate to a destination.
Garbage In - Garbage Out
Mental Model
Wayfinding
Structural Forms
33. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Self- similarity
Iteration
Orientation Sensitivity
Entry Point
34. The time required to move to a target is a function of the target size and distance to the target.
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35. A technique that influences decision making and judgement by manipulating the way information is presented.
Development Cycle
Mimicry
Constancy
Framing
36. The quality of system output is dependent on the quality of system input.
Mental Model
Garbage In - Garbage Out
Cost-Benefit
Classical Conditioning
37. A property of visual equivalence among elements in a form.
Form Follows Function
Symmetry
Top- Down Lighting Bias
Figure-Ground Relationship
38. The usability of a system is improved when its status and methods of use are clearly visible.
Mnemonic Device
Highlighting
Visibility
Golden Ratio
39. The tendency for people to perform better or worse based on the expectations of another.
Signal- to- Noise Ratio
Threat detection
Halo Effect
Pygmalion Effect
40. The use of pictorial images to improve the recognition and recall of signs and controls.
Five Hat Racks
Mimicry
Operant Conditioning
Iconic Representation
41. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Most Average Facial Appearance Effect
Similarity
Readability
42. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Wayfinding
Self- similarity
Immersion
Demand Characteristics
43. 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.
Mapping
Inverted Pyramid
Control
Common Fate
44. A method of limiting the actions that can be performed on a system.
Orientation Sensitivity
Constraint
Life Cycle
Threat detection
45. 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
Waist to Hip Ratio
Attractiveness Bias
Good Continuation
46. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Feedback Loop
Prototyping
Most Average Facial Appearance Effect
47. 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
Interference Effects
Figure-Ground Relationship
Life Cycle
48. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Immersion
Orientation Sensitivity
Attractiveness Bias
Three- Dimensional Projection
49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Rule of Thirds
Exposure Effect
Fitts' Law
Performance vs. Preference
50. A process of repeating a set of operation until a specific result is achieved.
Prototyping
Uncertainty Principle
Iteration
Picture Superiority Effect