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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Archetype
Five Hat Racks
Iteration
Orientation Sensitivity
2. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Visibility
Storytelling
Mimicry
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Iconic Representation
Most Average Facial Appearance Effect
Framing
Performance Load
4. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Exposure Effect
Development Cycle
Interference Effects
Feedback Loop
5. 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.
Uniform Connectedness
Mapping
Framing
Iconic Representation
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Progressive Disclosure
Orientation Sensitivity
Weakest Link
7. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Accessibility
Layering
Demand Characteristics
Highlighting
8. The process of using spatial and environmental information to navigate to a destination.
Hick's Law
Archetype
Wayfinding
Convergence
9. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Halo Effect
Satisficing
Pygmalion Effect
Readability
10. Pictures are remembered better than words.
Savanna Preference
Alignment
Mimicry
Picture Superiority Effect
11. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Threat detection
Satisficing
Archetype
12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Most Average Facial Appearance Effect
Face- ism Ratio
Performance vs. Preference
Operant Conditioning
13. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Progressive Disclosure
Classical Conditioning
Structural Forms
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hierarchy
Halo Effect
Comparison
Depth of Processing
15. 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.
Performance vs. Preference
Hick's Law
Serial Position Effects
Comparison
16. 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
Classical Conditioning
Orientation Sensitivity
Proximity
17. An attribute of an object that allows people to intuitively know how to use it
Prototyping
Affordance
Legibility
Halo Effect
18. 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)
Halo Effect
Scaling Fallacy
Expectation Effect
Gutenberg Diagram
19. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Ockham's Razor
Law of Pragnanz
Baby-Face Bias
Signal- to- Noise Ratio
20. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Five Hat Racks
Modularity
Signal- to- Noise Ratio
Rule of Thirds
21. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)
Face- ism Ratio
Performance Load
Performance vs. Preference
Cost-Benefit
22. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Threat detection
Iconic Representation
Exposure Effect
23. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Classical Conditioning
Legibility
Structural Forms
Gutenberg Diagram
24. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
80/20 Rule
Recognition over recall
Comparison
Satisficing
25. An original model on which something is patterned
Golden Ratio
Redundancy
Orientation Sensitivity
Archetype
26. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Cost-Benefit
Uniform Connectedness
Weakest Link
Signal- to- Noise Ratio
27. A property of visual equivalence among elements in a form.
Ockham's Razor
Uncertainty Principle
Symmetry
Confirmation
28. Elements that are close together are percieved to be more related than elements that are farther apart.
Garbage In - Garbage Out
Shaping
Errors
Proximity
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Baby-Face Bias
Waist to Hip Ratio
Constancy
Framing
30. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Mental Model
Shaping
Mimicry
Performance Load
31. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Common Fate
Alignment
Prototyping
Waist to Hip Ratio
32. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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33. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Storytelling
Rule of Thirds
Mimicry
34. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Face- ism Ratio
Control
Structural Forms
Baby-Face Bias
35. The usability of a system is improved when similar parts are expressed in similar ways.
Visibility
Consistency
Operant Conditioning
Threat detection
36. 80% of the effects generated by any large system are caused by 20% of the variables.
Confirmation
Immersion
80/20 Rule
Recognition over recall
37. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Hick's Law
Mimicry
Mental Model
38. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Prospect-Refuge
Inverted Pyramid
Archetype
39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Waist to Hip Ratio
Uncertainty Principle
Top- Down Lighting Bias
Visibility
40. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Readability
Operant Conditioning
Legibility
41. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Development Cycle
Interference Effects
Hawthorne Effect
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.
Good Continuation
Top- Down Lighting Bias
Visibility
Immersion
43. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Hierarchy
Form Follows Function
Closure
Accessibility
44. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Depth of Processing
Gutenberg Diagram
Hierarchy
45. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Common Fate
Von Restorff Effect
Prototyping
46. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Redundancy
Consistency
Defensible Space
Mimicry
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Hierarchy
Progressive Disclosure
Demand Characteristics
48. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Mental Model
Attractiveness Bias
Progressive Disclosure
Wayfinding
49. A method of limiting the actions that can be performed on a system.
Modularity
Law of Pragnanz
Constraint
Hierarchy
50. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Pygmalion Effect
Control
Forgiveness
Life Cycle