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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. Elements that are close together are percieved to be more related than elements that are farther apart.
Similarity
Proximity
Flexibility-Usability Tradeoff
Satisficing
2. The process of using spatial and environmental information to navigate to a destination.
Satisficing
Wayfinding
Operant Conditioning
Immersion
3. A process in which similar characteristics evolve independently in multiple systems.
Savanna Preference
Exposure Effect
Convergence
Orientation Sensitivity
4. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Mimicry
Cognitive Dissonance
Rule of Thirds
Mapping
5. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Archetype
Interference Effects
80/20 Rule
Shaping
6. People understand and interact with systems and environments based on mental representations developed from experience.
Uniform Connectedness
Mental Model
Readability
Chunking
7. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Law of Pragnanz
Most Average Facial Appearance Effect
Form Follows Function
8. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Errors
Common Fate
Confirmation
9. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Hick's Law
Figure-Ground Relationship
Visibility
10. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Errors
Comparison
Wayfinding
Control
11. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hawthorne Effect
Factor of Safety
Interference Effects
Hierarchy
12. 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
Development Cycle
Placebo effect
Uniform Connectedness
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Prototyping
Attractiveness Bias
Gutenberg Diagram
Forgiveness
14. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Development Cycle
Comparison
Modularity
Performance vs. Preference
15. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
80/20 Rule
Normal Distribution
Accessibility
Affordance
16. 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
Hick's Law
Confirmation
Threat detection
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Feedback Loop
Constraint
Mnemonic Device
Shaping
18. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Consistency
Prototyping
Serial Position Effects
Convergence
19. Pictures are remembered better than words.
Picture Superiority Effect
Orientation Sensitivity
Readability
Defensible Space
20. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Rule of Thirds
Framing
Performance vs. Preference
Top- Down Lighting Bias
21. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Waist to Hip Ratio
Threat detection
Operant Conditioning
Mnemonic Device
22. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Cost-Benefit
Chunking
Uncertainty Principle
Signal- to- Noise Ratio
23. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Factor of Safety
Cognitive Dissonance
Baby-Face Bias
Halo Effect
24. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Rosenthal Effect
Law of Pragnanz
Development Cycle
Constraint
25. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Performance Load
Progressive Disclosure
Modularity
Operant Conditioning
26. The relative ease with which a destination - idea - or concept may be reached.
Affordance
Satisficing
Symmetry
Accessibility
27. The use of pictorial images to improve the recognition and recall of signs and controls.
Savanna Preference
Immersion
Figure-Ground Relationship
Iconic Representation
28. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Baby-Face Bias
Attractiveness Bias
Face- ism Ratio
29. Teachers treat students differently based on their expectations of how students will perform.
Performance Load
Readability
Rosenthal Effect
Legibility
30. An attribute of an object that allows people to intuitively know how to use it
Control
Comparison
Affordance
Fibonacci Sequence
31. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hierarchy of Needs (Design)
Inverted Pyramid
Visibility
Mnemonic Device
32. 80% of the effects generated by any large system are caused by 20% of the variables.
Prospect-Refuge
Control
Operant Conditioning
80/20 Rule
33. 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?)
Cost-Benefit
Constancy
Factor of Safety
Confirmation
34. Memory for recognizing things is better than memory for recalling things.
Symmetry
Recognition over recall
Garbage In - Garbage Out
Attractiveness Bias
35. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Consistency
Shaping
Form Follows Function
Exposure Effect
36. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Law of Pragnanz
Defensible Space
Baby-Face Bias
Cognitive Dissonance
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Mnemonic Device
Law of Pragnanz
Face- ism Ratio
Structural Forms
38. A tendency to see objects and patterns as 3D when certain visual cues are present.
Hawthorne Effect
Three- Dimensional Projection
Performance vs. Preference
Attractiveness Bias
39. A property of visual equivalence among elements in a form.
Hick's Law
Face- ism Ratio
Symmetry
Readability
40. A property in which a form is made up of parts similar to the whole or to one another.
Errors
Layering
Baby-Face Bias
Self- similarity
41. 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
Common Fate
Maslow's Hierarchy of Needs
Face- ism Ratio
Picture Superiority Effect
42. The time it takes to make a decision increases as the number of alternatives increases.
43. 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.
Redundancy
Iconic Representation
Chunking
Entry Point
44. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Interference Effects
Self- similarity
Confirmation
Most Average Facial Appearance Effect
45. The quality of system output is dependent on the quality of system input.
Feedback Loop
Garbage In - Garbage Out
Halo Effect
Performance Load
46. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Normal Distribution
Life Cycle
Mapping
Redundancy
47. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Hawthorne Effect
Mnemonic Device
Readability
Factor of Safety
48. As the flexiblity of a system increases - its usability decreases.
Constancy
Cognitive Dissonance
Performance vs. Preference
Flexibility-Usability Tradeoff
49. 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.
Good Continuation
Legibility
Highlighting
Hierarchy of Needs (Design)
50. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Constancy
Signal- to- Noise Ratio
Rule of Thirds