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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. The process of using spatial and environmental information to navigate to a destination.
Development Cycle
Mimicry
Wayfinding
Iteration
2. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Attractiveness Bias
Convergence
Demand Characteristics
3. The time it takes to make a decision increases as the number of alternatives increases.
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4. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Defensible Space
Orientation Sensitivity
Golden Ratio
Layering
5. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mapping
Gutenberg Diagram
Attractiveness Bias
Form Follows Function
6. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Pygmalion Effect
Modularity
Symmetry
Inverted Pyramid
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Affordance
Rosenthal Effect
Hawthorne Effect
Storytelling
8. The quality of system output is dependent on the quality of system input.
Prospect-Refuge
Garbage In - Garbage Out
Iconic Representation
Three- Dimensional Projection
9. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Redundancy
Uniform Connectedness
Hierarchy
Five Hat Racks
10. A technique for bringing attention to an area of text or image.
Defensible Space
Highlighting
Structural Forms
Expectation Effect
11. People understand and interact with systems and environments based on mental representations developed from experience.
Golden Ratio
Modularity
Mental Model
Mapping
12. A sequence of numbers in which each number is the sum of the preceding two.
Chunking
Entry Point
Fibonacci Sequence
Convergence
13. A tendency to see objects and patterns as 3D when certain visual cues are present.
Iconic Representation
Von Restorff Effect
Accessibility
Three- Dimensional Projection
14. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Life Cycle
Performance Load
Cognitive Dissonance
Gutenberg Diagram
15. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Factor of Safety
Redundancy
Fibonacci Sequence
16. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hierarchy of Needs (Design)
Confirmation
Control
Mimicry
17. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Mnemonic Device
Form Follows Function
Classical Conditioning
18. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Baby-Face Bias
Flexibility-Usability Tradeoff
Structural Forms
Redundancy
19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Baby-Face Bias
Recognition over recall
Cognitive Dissonance
Golden Ratio
20. Pictures are remembered better than words.
80/20 Rule
Shaping
Mimicry
Picture Superiority Effect
21. 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.
Redundancy
Scaling Fallacy
Most Average Facial Appearance Effect
Performance Load
22. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Waist to Hip Ratio
Hick's Law
Mnemonic Device
Modularity
23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Uniform Connectedness
Interference Effects
Cost-Benefit
Cognitive Dissonance
24. The usability of a system is improved when its status and methods of use are clearly visible.
Garbage In - Garbage Out
Storytelling
Visibility
Mnemonic Device
25. 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.
Good Continuation
Face- ism Ratio
Legibility
Chunking
26. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Visibility
Feedback Loop
Confirmation
27. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Orientation Sensitivity
Fibonacci Sequence
Uncertainty Principle
Layering
28. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Hick's Law
Legibility
Fitts' Law
Classical Conditioning
29. 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.
Mnemonic Device
80/20 Rule
Savanna Preference
Hierarchy
30. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Closure
Five Hat Racks
Control
Serial Position Effects
31. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Hierarchy
Three- Dimensional Projection
Affordance
32. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Modularity
Redundancy
Figure-Ground Relationship
33. 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.
Feedback Loop
Face- ism Ratio
Serial Position Effects
Golden Ratio
34. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Weakest Link
Entry Point
Hierarchy of Needs (Design)
Control
35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Most Average Facial Appearance Effect
Mimicry
Hick's Law
Prospect-Refuge
36. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hawthorne Effect
Similarity
Top- Down Lighting Bias
Hick's Law
37. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Archetype
Prototyping
Shaping
Normal Distribution
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Mnemonic Device
Operant Conditioning
Accessibility
Three- Dimensional Projection
39. Elements that are close together are percieved to be more related than elements that are farther apart.
Face- ism Ratio
Archetype
Immersion
Proximity
40. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Uncertainty Principle
Hierarchy of Needs (Design)
Law of Pragnanz
Gutenberg Diagram
41. 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)
Similarity
Scaling Fallacy
Law of Pragnanz
Savanna Preference
42. 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.
Attractiveness Bias
Development Cycle
Consistency
Waist to Hip Ratio
43. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Mental Model
Three- Dimensional Projection
Archetype
44. A technique that influences decision making and judgement by manipulating the way information is presented.
Proximity
Entry Point
Affordance
Framing
45. 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.
Demand Characteristics
Hierarchy of Needs (Design)
Law of Pragnanz
Good Continuation
46. A process of repeating a set of operation until a specific result is achieved.
Readability
Iteration
Prospect-Refuge
Iconic Representation
47. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Similarity
Cognitive Dissonance
Entry Point
Inverted Pyramid
48. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Operant Conditioning
Proximity
Self- similarity
Baby-Face Bias
49. The tendency for people to behave differently when they know they are being studied
Prototyping
Redundancy
Consistency
Hawthorne Effect
50. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Development Cycle
Redundancy
Three- Dimensional Projection