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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 visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Redundancy
Layering
Legibility
80/20 Rule
2. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Errors
Form Follows Function
Mental Model
Fitts' Law
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Readability
Most Average Facial Appearance Effect
Forgiveness
Highlighting
4. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Similarity
Uniform Connectedness
Constraint
5. 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
Cost-Benefit
Three- Dimensional Projection
Mimicry
6. 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
Errors
Affordance
80/20 Rule
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Waist to Hip Ratio
Scaling Fallacy
Halo Effect
Attractiveness Bias
8. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Fitts' Law
Performance Load
Prospect-Refuge
Entry Point
9. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Pygmalion Effect
Layering
Gutenberg Diagram
Threat detection
10. An action or ommission of action yielding an unintended result.
Errors
Wayfinding
Top- Down Lighting Bias
Inverted Pyramid
11. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Constraint
Structural Forms
Proximity
12. 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
80/20 Rule
Common Fate
Life Cycle
Errors
13. The usability of a system is improved when similar parts are expressed in similar ways.
Halo Effect
Alignment
Consistency
Confirmation
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Form Follows Function
Waist to Hip Ratio
Rosenthal Effect
15. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Inverted Pyramid
Closure
Exposure Effect
Mapping
16. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Picture Superiority Effect
Satisficing
Law of Pragnanz
Cognitive Dissonance
17. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constraint
Top- Down Lighting Bias
Law of Pragnanz
Constancy
18. 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.
Shaping
Serial Position Effects
Life Cycle
Closure
19. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Classical Conditioning
Common Fate
Three- Dimensional Projection
20. A sequence of numbers in which each number is the sum of the preceding two.
Factor of Safety
Interference Effects
Fibonacci Sequence
Weakest Link
21. 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.
Operant Conditioning
Good Continuation
Cost-Benefit
Fibonacci Sequence
22. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Operant Conditioning
Exposure Effect
Consistency
Signal- to- Noise Ratio
23. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Progressive Disclosure
Expectation Effect
Performance vs. Preference
Iconic Representation
24. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Depth of Processing
Prospect-Refuge
Confirmation
Gutenberg Diagram
25. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Threat detection
Development Cycle
Common Fate
26. 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.)
Expectation Effect
Affordance
Inverted Pyramid
Flexibility-Usability Tradeoff
27. 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.
Orientation Sensitivity
Convergence
Mapping
Hierarchy of Needs (Design)
28. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fibonacci Sequence
Orientation Sensitivity
Chunking
Confirmation
29. Patients experience treatment effects based on their belief that a treatment will work.
Serial Position Effects
Placebo effect
Wayfinding
Entry Point
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
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31. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Life Cycle
Gutenberg Diagram
Hierarchy
Baby-Face Bias
32. 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)
Mapping
Good Continuation
Chunking
Scaling Fallacy
33. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Baby-Face Bias
Signal- to- Noise Ratio
Structural Forms
Serial Position Effects
34. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Mapping
Signal- to- Noise Ratio
Confirmation
Uniform Connectedness
35. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Signal- to- Noise Ratio
Recognition over recall
Hierarchy of Needs (Design)
36. A tendency to see objects and patterns as 3D when certain visual cues are present.
Accessibility
Rosenthal Effect
Three- Dimensional Projection
Scaling Fallacy
37. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Shaping
Top- Down Lighting Bias
Orientation Sensitivity
Affordance
38. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Baby-Face Bias
Factor of Safety
Top- Down Lighting Bias
Mimicry
39. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Von Restorff Effect
Shaping
Gutenberg Diagram
Errors
40. A property of visual equivalence among elements in a form.
Storytelling
Symmetry
Structural Forms
Maslow's Hierarchy of Needs
41. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Legibility
Prototyping
Framing
Rule of Thirds
42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Entry Point
Performance Load
Maslow's Hierarchy of Needs
Comparison
43. A method of limiting the actions that can be performed on a system.
Constraint
Entry Point
Control
80/20 Rule
44. The quality of system output is dependent on the quality of system input.
Hierarchy of Needs (Design)
Garbage In - Garbage Out
Cognitive Dissonance
Exposure Effect
45. The tendency for people to perform better or worse based on the expectations of another.
Classical Conditioning
Modularity
Confirmation
Pygmalion Effect
46. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Self- similarity
Comparison
Layering
47. Elements that are similar are perceived to be more related than elements that are dissimilar.
Shaping
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
Similarity
48. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Cost-Benefit
Similarity
Modularity
Development Cycle
49. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Visibility
Signal- to- Noise Ratio
Progressive Disclosure
50. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Confirmation
Self- similarity
Uniform Connectedness
Prospect-Refuge
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