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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 property of visual equivalence among elements in a form.
Halo Effect
Symmetry
Weakest Link
Mapping
2. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Structural Forms
Uncertainty Principle
Prototyping
Placebo effect
3. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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4. An action or ommission of action yielding an unintended result.
Legibility
Threat detection
Errors
Mapping
5. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Performance vs. Preference
Factor of Safety
Satisficing
Hick's Law
6. A process in which similar characteristics evolve independently in multiple systems.
Face- ism Ratio
Constancy
Factor of Safety
Convergence
7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Defensible Space
Legibility
Weakest Link
Form Follows Function
8. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Symmetry
Storytelling
Archetype
Ockham's Razor
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Similarity
Demand Characteristics
Exposure Effect
Figure-Ground Relationship
10. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Immersion
Exposure Effect
Ockham's Razor
Highlighting
11. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Framing
Mnemonic Device
Life Cycle
Cost-Benefit
12. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Immersion
Chunking
Weakest Link
Mimicry
13. A tendency to see objects and patterns as 3D when certain visual cues are present.
Fibonacci Sequence
Three- Dimensional Projection
Attractiveness Bias
Immersion
14. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Interference Effects
Constancy
Modularity
Performance vs. Preference
15. Elements that are close together are percieved to be more related than elements that are farther apart.
Depth of Processing
Proximity
Accessibility
Mnemonic Device
16. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Baby-Face Bias
Face- ism Ratio
Modularity
Form Follows Function
17. As the flexiblity of a system increases - its usability decreases.
Factor of Safety
Mnemonic Device
Flexibility-Usability Tradeoff
Ockham's Razor
18. The relative ease with which a destination - idea - or concept may be reached.
Baby-Face Bias
Uncertainty Principle
Symmetry
Accessibility
19. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
Law of Pragnanz
Exposure Effect
Redundancy
Gutenberg Diagram
20. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Redundancy
Law of Pragnanz
Serial Position Effects
Shaping
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Top- Down Lighting Bias
Depth of Processing
Exposure Effect
22. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Confirmation
Waist to Hip Ratio
Weakest Link
23. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Development Cycle
Pygmalion Effect
Interference Effects
24. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Confirmation
Performance vs. Preference
Consistency
Legibility
25. 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
Normal Distribution
Rosenthal Effect
Common Fate
Wayfinding
26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Exposure Effect
Hierarchy of Needs (Design)
Recognition over recall
27. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Chunking
Shaping
Face- ism Ratio
Feedback Loop
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Classical Conditioning
Comparison
Control
29. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Weakest Link
Mapping
Performance Load
Good Continuation
30. A technique that influences decision making and judgement by manipulating the way information is presented.
Self- similarity
Depth of Processing
Prospect-Refuge
Framing
31. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Figure-Ground Relationship
Constraint
Development Cycle
32. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Satisficing
Feedback Loop
Flexibility-Usability Tradeoff
33. The process of using spatial and environmental information to navigate to a destination.
Modularity
Uniform Connectedness
Common Fate
Wayfinding
34. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Common Fate
Storytelling
Serial Position Effects
Attractiveness Bias
35. Elements that are similar are perceived to be more related than elements that are dissimilar.
Proximity
Consistency
Hawthorne Effect
Similarity
36. 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?)
Confirmation
Cognitive Dissonance
Cost-Benefit
Storytelling
37. The time it takes to make a decision increases as the number of alternatives increases.
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38. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Storytelling
Savanna Preference
Development Cycle
Visibility
39. The tendency for people to perform better or worse based on the expectations of another.
Orientation Sensitivity
Pygmalion Effect
Closure
Mapping
40. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Proximity
Redundancy
Hierarchy of Needs (Design)
41. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Cost-Benefit
Attractiveness Bias
Hawthorne Effect
42. Pictures are remembered better than words.
Mental Model
Picture Superiority Effect
Consistency
Factor of Safety
43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Most Average Facial Appearance Effect
Performance Load
Recognition over recall
44. 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.
Depth of Processing
Expectation Effect
Mapping
Hick's Law
45. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Defensible Space
Archetype
Wayfinding
46. A method of limiting the actions that can be performed on a system.
Cognitive Dissonance
Expectation Effect
Demand Characteristics
Constraint
47. 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.
Prototyping
Hick's Law
Hierarchy of Needs (Design)
Fitts' Law
48. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Alignment
Entry Point
Mimicry
Performance Load
49. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Redundancy
Uncertainty Principle
Fibonacci Sequence
50. A property in which a form is made up of parts similar to the whole or to one another.
Affordance
80/20 Rule
Self- similarity
Operant Conditioning