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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. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Demand Characteristics
Alignment
Factor of Safety
Mental Model
2. Elements that are close together are percieved to be more related than elements that are farther apart.
Three- Dimensional Projection
Proximity
Threat detection
Layering
3. 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)
Closure
Scaling Fallacy
Entry Point
Top- Down Lighting Bias
4. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Fibonacci Sequence
Factor of Safety
Constancy
5. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Fibonacci Sequence
Immersion
Consistency
Exposure Effect
6. 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.
Progressive Disclosure
Shaping
Hierarchy of Needs (Design)
Self- similarity
7. A process of repeating a set of operation until a specific result is achieved.
Expectation Effect
Iteration
Face- ism Ratio
Layering
8. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Rule of Thirds
Storytelling
Mapping
Threat detection
9. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Gutenberg Diagram
Baby-Face Bias
Structural Forms
Cognitive Dissonance
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Visibility
Constancy
Iconic Representation
Redundancy
11. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Immersion
Face- ism Ratio
Visibility
12. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Progressive Disclosure
Top- Down Lighting Bias
Normal Distribution
Visibility
13. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Signal- to- Noise Ratio
Savanna Preference
Orientation Sensitivity
Fibonacci Sequence
14. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Serial Position Effects
Wayfinding
Closure
15. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Development Cycle
Mnemonic Device
Recognition over recall
Pygmalion Effect
16. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Symmetry
Convergence
Entry Point
Uncertainty Principle
17. As the flexiblity of a system increases - its usability decreases.
Progressive Disclosure
Flexibility-Usability Tradeoff
Accessibility
Rule of Thirds
18. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Gutenberg Diagram
Proximity
Constancy
Forgiveness
19. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Figure-Ground Relationship
Attractiveness Bias
Comparison
20. An original model on which something is patterned
Mental Model
Savanna Preference
Archetype
Mapping
21. A technique that influences decision making and judgement by manipulating the way information is presented.
Legibility
Form Follows Function
Framing
Scaling Fallacy
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Iteration
Defensible Space
Closure
Good Continuation
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Pygmalion Effect
Archetype
Confirmation
Recognition over recall
24. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Pygmalion Effect
Layering
Framing
Top- Down Lighting Bias
25. The time required to move to a target is a function of the target size and distance to the target.
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26. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Feedback Loop
Similarity
Form Follows Function
27. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Depth of Processing
Progressive Disclosure
Classical Conditioning
Factor of Safety
28. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Gutenberg Diagram
Readability
Signal- to- Noise Ratio
Law of Pragnanz
29. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Consistency
Classical Conditioning
Layering
Errors
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Picture Superiority Effect
Operant Conditioning
Three- Dimensional Projection
31. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Entry Point
Depth of Processing
Convergence
Halo Effect
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
Good Continuation
Constancy
Shaping
33. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Attractiveness Bias
Uniform Connectedness
Top- Down Lighting Bias
34. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Modularity
Factor of Safety
Interference Effects
35. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Garbage In - Garbage Out
Recognition over recall
Factor of Safety
Chunking
36. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Consistency
Demand Characteristics
Shaping
Form Follows Function
37. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Normal Distribution
Comparison
Maslow's Hierarchy of Needs
38. A property of visual equivalence among elements in a form.
Exposure Effect
Symmetry
Accessibility
Inverted Pyramid
39. 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.
Iteration
Waist to Hip Ratio
Maslow's Hierarchy of Needs
Ockham's Razor
40. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Garbage In - Garbage Out
Good Continuation
Defensible Space
Expectation Effect
41. A process in which similar characteristics evolve independently in multiple systems.
Alignment
Law of Pragnanz
Convergence
Weakest Link
42. 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.
Uncertainty Principle
Satisficing
Good Continuation
Weakest Link
43. 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.
Symmetry
Mental Model
Savanna Preference
Mapping
44. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Wayfinding
Von Restorff Effect
Ockham's Razor
Life Cycle
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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46. 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
Errors
Development Cycle
Entry Point
47. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Storytelling
Common Fate
Inverted Pyramid
48. An action or ommission of action yielding an unintended result.
Errors
Defensible Space
Placebo effect
80/20 Rule
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Baby-Face Bias
Ockham's Razor
Control
Face- ism Ratio
50. 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?)
Scaling Fallacy
Fitts' Law
Layering
Cost-Benefit