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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. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Highlighting
Golden Ratio
Hierarchy
Consistency
2. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Good Continuation
Pygmalion Effect
Most Average Facial Appearance Effect
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Progressive Disclosure
Factor of Safety
Control
Satisficing
4. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Factor of Safety
Development Cycle
Von Restorff Effect
Iconic Representation
5. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Weakest Link
Redundancy
Inverted Pyramid
Entry Point
6. A technique for bringing attention to an area of text or image.
Highlighting
Pygmalion Effect
Weakest Link
80/20 Rule
7. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Serial Position Effects
Defensible Space
Self- similarity
8. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Mimicry
Hick's Law
Scaling Fallacy
9. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Chunking
Placebo effect
Golden Ratio
10. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Proximity
Waist to Hip Ratio
Defensible Space
Golden Ratio
11. 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
Uncertainty Principle
Golden Ratio
Life Cycle
12. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Serial Position Effects
Classical Conditioning
Highlighting
13. A method of limiting the actions that can be performed on a system.
Constraint
Mapping
Consistency
Performance Load
14. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Orientation Sensitivity
Law of Pragnanz
Signal- to- Noise Ratio
Attractiveness Bias
15. An attribute of an object that allows people to intuitively know how to use it
Framing
Common Fate
Affordance
Three- Dimensional Projection
16. A tendency to see objects and patterns as 3D when certain visual cues are present.
Redundancy
Three- Dimensional Projection
Defensible Space
Expectation Effect
17. 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.)
Expectation Effect
80/20 Rule
Structural Forms
Hick's Law
18. 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.
Most Average Facial Appearance Effect
Operant Conditioning
Serial Position Effects
Similarity
19. The quality of system output is dependent on the quality of system input.
Demand Characteristics
Modularity
Garbage In - Garbage Out
Uncertainty Principle
20. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Scaling Fallacy
Factor of Safety
Structural Forms
Performance vs. Preference
21. A property of visual equivalence among elements in a form.
Legibility
Exposure Effect
Symmetry
Readability
22. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Iconic Representation
Operant Conditioning
Control
Mnemonic Device
23. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Development Cycle
Serial Position Effects
Expectation Effect
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Picture Superiority Effect
Threat detection
Scaling Fallacy
25. A process of repeating a set of operation until a specific result is achieved.
Mental Model
Iteration
Gutenberg Diagram
Satisficing
26. Given a choice between functionally equivalent designs - the simplest design should be selected.
27. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Golden Ratio
Figure-Ground Relationship
Depth of Processing
Consistency
28. 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.
Structural Forms
Feedback Loop
Serial Position Effects
Ockham's Razor
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
80/20 Rule
Chunking
Factor of Safety
Iconic Representation
30. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Fitts' Law
Savanna Preference
Exposure Effect
Five Hat Racks
31. An action or ommission of action yielding an unintended result.
Hierarchy of Needs (Design)
Attractiveness Bias
Errors
Halo Effect
32. The usability of a system is improved when similar parts are expressed in similar ways.
Cost-Benefit
Performance vs. Preference
Immersion
Consistency
33. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Gutenberg Diagram
Proximity
Law of Pragnanz
Top- Down Lighting Bias
34. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Mimicry
Threat detection
Von Restorff Effect
Exposure Effect
35. The tendency for people to behave differently when they know they are being studied
Garbage In - Garbage Out
Rule of Thirds
Hawthorne Effect
80/20 Rule
36. The time it takes to make a decision increases as the number of alternatives increases.
37. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Depth of Processing
Hierarchy of Needs (Design)
Prototyping
38. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Readability
Life Cycle
Constancy
Iconic Representation
39. A property in which a form is made up of parts similar to the whole or to one another.
Serial Position Effects
Iteration
Highlighting
Self- similarity
40. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Performance vs. Preference
Common Fate
Control
41. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Classical Conditioning
Legibility
Constraint
42. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Self- similarity
Constancy
Von Restorff Effect
Prototyping
43. Elements that are similar are perceived to be more related than elements that are dissimilar.
Hawthorne Effect
Rule of Thirds
Proximity
Similarity
44. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Iconic Representation
Depth of Processing
Symmetry
Development Cycle
45. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Defensible Space
Uniform Connectedness
Depth of Processing
Legibility
46. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Waist to Hip Ratio
Face- ism Ratio
Performance Load
Fibonacci Sequence
47. 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.
Layering
Archetype
Redundancy
Maslow's Hierarchy of Needs
48. Elements that are close together are percieved to be more related than elements that are farther apart.
Hick's Law
Rosenthal Effect
Immersion
Proximity
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Maslow's Hierarchy of Needs
Framing
Accessibility
50. An original model on which something is patterned
Iconic Representation
Prototyping
Wayfinding
Archetype