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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 phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Comparison
Factor of Safety
Form Follows Function
2. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Flexibility-Usability Tradeoff
Closure
Prototyping
Cost-Benefit
3. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Golden Ratio
Self- similarity
Shaping
Normal Distribution
4. Memory for recognizing things is better than memory for recalling things.
Visibility
Recognition over recall
Law of Pragnanz
Waist to Hip Ratio
5. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Rule of Thirds
Signal- to- Noise Ratio
Waist to Hip Ratio
Accessibility
6. The tendency for people to behave differently when they know they are being studied
Form Follows Function
Structural Forms
Affordance
Hawthorne Effect
7. A sequence of numbers in which each number is the sum of the preceding two.
Common Fate
Symmetry
Highlighting
Fibonacci Sequence
8. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Hierarchy
Face- ism Ratio
Common Fate
Flexibility-Usability Tradeoff
9. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Framing
Hierarchy
Forgiveness
Golden Ratio
10. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Immersion
Inverted Pyramid
Signal- to- Noise Ratio
Uncertainty Principle
11. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mental Model
Uniform Connectedness
Three- Dimensional Projection
Prospect-Refuge
12. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Readability
Shaping
Forgiveness
Archetype
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Structural Forms
Fibonacci Sequence
Mnemonic Device
14. People understand and interact with systems and environments based on mental representations developed from experience.
Progressive Disclosure
Modularity
Most Average Facial Appearance Effect
Mental Model
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Flexibility-Usability Tradeoff
Hick's Law
80/20 Rule
Development Cycle
16. 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.
Constraint
Symmetry
Errors
Savanna Preference
17. 80% of the effects generated by any large system are caused by 20% of the variables.
Constraint
Inverted Pyramid
Common Fate
80/20 Rule
18. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Framing
Wayfinding
Uncertainty Principle
Exposure Effect
19. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Recognition over recall
Top- Down Lighting Bias
Convergence
20. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Mimicry
Gutenberg Diagram
80/20 Rule
Waist to Hip Ratio
21. A property in which a form is made up of parts similar to the whole or to one another.
Fitts' Law
Self- similarity
Orientation Sensitivity
Immersion
22. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Recognition over recall
Structural Forms
Depth of Processing
Visibility
23. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Similarity
Comparison
Hierarchy of Needs (Design)
Signal- to- Noise Ratio
24. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Good Continuation
Readability
Constraint
Constancy
25. The process of using spatial and environmental information to navigate to a destination.
Hawthorne Effect
Wayfinding
Figure-Ground Relationship
Performance Load
26. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Uncertainty Principle
Scaling Fallacy
Golden Ratio
27. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Storytelling
Threat detection
Confirmation
Constancy
28. An action or ommission of action yielding an unintended result.
Hick's Law
Comparison
Consistency
Errors
29. The usability of a system is improved when its status and methods of use are clearly visible.
Demand Characteristics
Proximity
Gutenberg Diagram
Visibility
30. The usability of a system is improved when similar parts are expressed in similar ways.
Baby-Face Bias
Consistency
Fitts' Law
Operant Conditioning
31. A method of limiting the actions that can be performed on a system.
Chunking
Constraint
Good Continuation
Alignment
32. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Von Restorff Effect
Rosenthal Effect
Hierarchy
Attractiveness Bias
33. 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
Threat detection
Pygmalion Effect
Hawthorne Effect
34. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Hawthorne Effect
Picture Superiority Effect
Savanna Preference
35. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Alignment
Constancy
Depth of Processing
Mimicry
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Garbage In - Garbage Out
Legibility
Layering
Satisficing
37. A process of repeating a set of operation until a specific result is achieved.
Proximity
Prototyping
Convergence
Iteration
38. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Figure-Ground Relationship
Feedback Loop
Scaling Fallacy
39. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Wayfinding
Confirmation
Similarity
Cognitive Dissonance
40. The use of pictorial images to improve the recognition and recall of signs and controls.
Inverted Pyramid
Iconic Representation
Performance vs. Preference
Hick's Law
41. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Baby-Face Bias
Cognitive Dissonance
Consistency
Mnemonic Device
42. The quality of system output is dependent on the quality of system input.
Performance vs. Preference
Garbage In - Garbage Out
Savanna Preference
Defensible Space
43. 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.
Threat detection
Face- ism Ratio
Feedback Loop
Entry Point
44. Elements that are similar are perceived to be more related than elements that are dissimilar.
Legibility
Similarity
Halo Effect
Wayfinding
45. A technique for bringing attention to an area of text or image.
Comparison
Interference Effects
Immersion
Highlighting
46. The time required to move to a target is a function of the target size and distance to the target.
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47. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Errors
Von Restorff Effect
Self- similarity
Defensible Space
48. 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.
Constancy
Progressive Disclosure
Serial Position Effects
Rule of Thirds
49. 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)
Layering
Scaling Fallacy
Form Follows Function
Feedback Loop
50. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Redundancy
Von Restorff Effect
Maslow's Hierarchy of Needs
Entry Point