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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 method of limiting the actions that can be performed on a system.
Hierarchy
Shaping
Constraint
Recognition over recall
2. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Development Cycle
Law of Pragnanz
Progressive Disclosure
Closure
3. Elements that are close together are percieved to be more related than elements that are farther apart.
Classical Conditioning
Rule of Thirds
Proximity
Constancy
4. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Redundancy
Uniform Connectedness
Attractiveness Bias
5. A property in which a form is made up of parts similar to the whole or to one another.
Cognitive Dissonance
Self- similarity
Mimicry
Uniform Connectedness
6. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Exposure Effect
Rule of Thirds
Control
7. 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
Wayfinding
Savanna Preference
Three- Dimensional Projection
8. A process of repeating a set of operation until a specific result is achieved.
Errors
Signal- to- Noise Ratio
Wayfinding
Iteration
9. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Inverted Pyramid
Feedback Loop
Iconic Representation
Storytelling
10. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Waist to Hip Ratio
Orientation Sensitivity
Garbage In - Garbage Out
11. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Mapping
Factor of Safety
Highlighting
Storytelling
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Comparison
Prototyping
Layering
Errors
13. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Face- ism Ratio
80/20 Rule
Structural Forms
14. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Constraint
Defensible Space
Performance vs. Preference
15. A process in which similar characteristics evolve independently in multiple systems.
Common Fate
Proximity
Accessibility
Convergence
16. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Symmetry
Flexibility-Usability Tradeoff
Interference Effects
Archetype
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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18. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Progressive Disclosure
Legibility
Cost-Benefit
Fibonacci Sequence
19. 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.
Waist to Hip Ratio
Hierarchy of Needs (Design)
Control
Structural Forms
20. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Errors
Control
Most Average Facial Appearance Effect
Savanna Preference
21. A tendency to see objects and patterns as 3D when certain visual cues are present.
Recognition over recall
Three- Dimensional Projection
Mimicry
Normal Distribution
22. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Visibility
Progressive Disclosure
Constancy
Maslow's Hierarchy of Needs
23. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Von Restorff Effect
Shaping
Prospect-Refuge
Orientation Sensitivity
24. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Confirmation
Attractiveness Bias
Hierarchy
25. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Affordance
Confirmation
Normal Distribution
Development Cycle
26. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Immersion
Pygmalion Effect
Fibonacci Sequence
27. As the flexiblity of a system increases - its usability decreases.
Golden Ratio
Constancy
Flexibility-Usability Tradeoff
Prototyping
28. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Three- Dimensional Projection
Mapping
Serial Position Effects
Form Follows Function
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Hick's Law
Framing
Errors
Accessibility
30. 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.
Savanna Preference
Threat detection
Hierarchy
Signal- to- Noise Ratio
31. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Shaping
Prospect-Refuge
Ockham's Razor
Baby-Face Bias
32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Operant Conditioning
Interference Effects
Halo Effect
33. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Performance vs. Preference
Most Average Facial Appearance Effect
Face- ism Ratio
Progressive Disclosure
34. An attribute of an object that allows people to intuitively know how to use it
Cost-Benefit
Hierarchy
Fibonacci Sequence
Affordance
35. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Symmetry
Uncertainty Principle
Interference Effects
Chunking
36. The usability of a system is improved when its status and methods of use are clearly visible.
Recognition over recall
Maslow's Hierarchy of Needs
Visibility
Rosenthal Effect
37. The debgree to which prose can be understood - based on the complexity of words and sentences.
Immersion
Readability
Modularity
Iteration
38. 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.)
Performance Load
Savanna Preference
Legibility
Expectation Effect
39. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Top- Down Lighting Bias
Framing
Classical Conditioning
Common Fate
40. 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)
Picture Superiority Effect
Scaling Fallacy
Inverted Pyramid
Hick's Law
41. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Hawthorne Effect
Rule of Thirds
Law of Pragnanz
Mnemonic Device
42. The usability of a system is improved when similar parts are expressed in similar ways.
Factor of Safety
Consistency
Prospect-Refuge
Uniform Connectedness
43. A sequence of numbers in which each number is the sum of the preceding two.
Forgiveness
Fibonacci Sequence
Framing
Uniform Connectedness
44. Pictures are remembered better than words.
Iteration
Pygmalion Effect
Picture Superiority Effect
Performance vs. Preference
45. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Mimicry
Classical Conditioning
Constancy
46. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Top- Down Lighting Bias
Garbage In - Garbage Out
Cognitive Dissonance
47. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Demand Characteristics
Signal- to- Noise Ratio
Law of Pragnanz
Three- Dimensional Projection
48. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Readability
Von Restorff Effect
Factor of Safety
Prospect-Refuge
49. 80% of the effects generated by any large system are caused by 20% of the variables.
Form Follows Function
80/20 Rule
Von Restorff Effect
Figure-Ground Relationship
50. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Control
Visibility
Modularity
Operant Conditioning