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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 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.
Ockham's Razor
Serial Position Effects
Wayfinding
Signal- to- Noise Ratio
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Shaping
Placebo effect
Von Restorff Effect
Hick's Law
3. 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.
Feedback Loop
Face- ism Ratio
Savanna Preference
Hawthorne Effect
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Alignment
Defensible Space
Constancy
Depth of Processing
5. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Exposure Effect
Archetype
Closure
6. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Life Cycle
Hick's Law
Threat detection
7. 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
Hierarchy
Layering
Expectation Effect
8. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Hawthorne Effect
Development Cycle
Life Cycle
9. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Figure-Ground Relationship
Hierarchy
Progressive Disclosure
Convergence
10. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Rule of Thirds
Form Follows Function
Exposure Effect
Operant Conditioning
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Development Cycle
Readability
Savanna Preference
80/20 Rule
12. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Legibility
Flexibility-Usability Tradeoff
Satisficing
13. 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
Similarity
Inverted Pyramid
Framing
14. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Entry Point
Prototyping
Halo Effect
Top- Down Lighting Bias
15. An original model on which something is patterned
Hierarchy
Archetype
Mimicry
Legibility
16. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Proximity
Most Average Facial Appearance Effect
Rosenthal Effect
17. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Flexibility-Usability Tradeoff
Shaping
Highlighting
Confirmation
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Similarity
Affordance
Development Cycle
Mimicry
19. People understand and interact with systems and environments based on mental representations developed from experience.
Maslow's Hierarchy of Needs
Weakest Link
Entry Point
Mental Model
20. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Development Cycle
Alignment
Archetype
Structural Forms
21. The relative ease with which a destination - idea - or concept may be reached.
Orientation Sensitivity
Accessibility
Demand Characteristics
Archetype
22. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Rule of Thirds
Life Cycle
Uncertainty Principle
23. A sequence of numbers in which each number is the sum of the preceding two.
Closure
Mental Model
Fibonacci Sequence
Good Continuation
24. 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)
Good Continuation
Affordance
Pygmalion Effect
Scaling Fallacy
25. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Iteration
Normal Distribution
Law of Pragnanz
Three- Dimensional Projection
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Factor of Safety
Immersion
Von Restorff Effect
Maslow's Hierarchy of Needs
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Interference Effects
Readability
Development Cycle
28. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Readability
Mnemonic Device
Savanna Preference
Mental Model
29. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hick's Law
Constraint
Top- Down Lighting Bias
Framing
30. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Savanna Preference
Comparison
Accessibility
31. The usability of a system is improved when similar parts are expressed in similar ways.
Waist to Hip Ratio
Iteration
Consistency
Entry Point
32. 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.
Chunking
Top- Down Lighting Bias
Operant Conditioning
Good Continuation
33. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Wayfinding
Figure-Ground Relationship
Legibility
Alignment
34. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Fibonacci Sequence
Top- Down Lighting Bias
Mapping
35. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Prototyping
Iconic Representation
Accessibility
Storytelling
36. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Law of Pragnanz
Factor of Safety
Shaping
Uniform Connectedness
37. A method of limiting the actions that can be performed on a system.
Constraint
80/20 Rule
Chunking
Attractiveness Bias
38. The process of using spatial and environmental information to navigate to a destination.
Golden Ratio
Most Average Facial Appearance Effect
Wayfinding
Life Cycle
39. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Maslow's Hierarchy of Needs
Exposure Effect
Comparison
Gutenberg Diagram
40. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Fibonacci Sequence
Forgiveness
Cognitive Dissonance
Weakest Link
41. A technique that influences decision making and judgement by manipulating the way information is presented.
Redundancy
Prospect-Refuge
Placebo effect
Framing
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Hawthorne Effect
Consistency
Iconic Representation
Exposure Effect
43. The debgree to which prose can be understood - based on the complexity of words and sentences.
Baby-Face Bias
Readability
Progressive Disclosure
Three- Dimensional Projection
44. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Performance Load
Rule of Thirds
Top- Down Lighting Bias
Waist to Hip Ratio
45. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Rosenthal Effect
Recognition over recall
Entry Point
Prototyping
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)
Immersion
Interference Effects
Hick's Law
Face- ism Ratio
47. An action or ommission of action yielding an unintended result.
Mnemonic Device
Satisficing
Errors
Similarity
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Rosenthal Effect
Uniform Connectedness
Good Continuation
Hierarchy
49. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Hick's Law
Uncertainty Principle
Most Average Facial Appearance Effect
Hierarchy
50. A process of repeating a set of operation until a specific result is achieved.
Defensible Space
Recognition over recall
Iteration
Consistency