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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 similar are perceived to be more related than elements that are dissimilar.
Golden Ratio
Affordance
Similarity
Von Restorff Effect
2. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Baby-Face Bias
Threat detection
Confirmation
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.
Threat detection
Savanna Preference
Common Fate
Hierarchy of Needs (Design)
4. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Life Cycle
Prototyping
Visibility
Defensible Space
5. A tendency to see objects and patterns as 3D when certain visual cues are present.
Closure
Three- Dimensional Projection
Threat detection
Face- ism Ratio
6. 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.
Von Restorff Effect
Chunking
Orientation Sensitivity
Law of Pragnanz
7. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Common Fate
Depth of Processing
Iconic Representation
Similarity
8. The process of using spatial and environmental information to navigate to a destination.
Placebo effect
Serial Position Effects
Wayfinding
Weakest Link
9. Elements that are close together are percieved to be more related than elements that are farther apart.
Signal- to- Noise Ratio
Gutenberg Diagram
Proximity
Redundancy
10. 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.)
Inverted Pyramid
Framing
Picture Superiority Effect
Expectation Effect
11. A process of repeating a set of operation until a specific result is achieved.
Good Continuation
Redundancy
Iteration
Baby-Face Bias
12. An original model on which something is patterned
Archetype
Iteration
Signal- to- Noise Ratio
Golden Ratio
13. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Legibility
Iteration
Layering
Uncertainty Principle
14. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Uncertainty Principle
Operant Conditioning
Maslow's Hierarchy of Needs
Entry Point
15. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Forgiveness
Maslow's Hierarchy of Needs
Figure-Ground Relationship
Constancy
16. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Legibility
Depth of Processing
Cognitive Dissonance
Chunking
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
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18. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Halo Effect
Factor of Safety
Similarity
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Highlighting
Hick's Law
Picture Superiority Effect
Hierarchy
20. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Normal Distribution
Life Cycle
Rule of Thirds
Most Average Facial Appearance Effect
21. 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
Von Restorff Effect
Defensible Space
Feedback Loop
Common Fate
22. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Chunking
Waist to Hip Ratio
Uniform Connectedness
Wayfinding
23. A process in which similar characteristics evolve independently in multiple systems.
Cost-Benefit
Mental Model
Convergence
Similarity
24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Inverted Pyramid
Orientation Sensitivity
Uncertainty Principle
80/20 Rule
25. 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?)
Control
Confirmation
Archetype
Cost-Benefit
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Visibility
Convergence
Mimicry
Golden Ratio
27. 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
Comparison
Performance Load
Closure
28. Teachers treat students differently based on their expectations of how students will perform.
Law of Pragnanz
Rosenthal Effect
Picture Superiority Effect
Mimicry
29. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Self- similarity
Progressive Disclosure
Uniform Connectedness
30. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Entry Point
Defensible Space
Threat detection
Gutenberg Diagram
31. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Performance vs. Preference
Law of Pragnanz
Flexibility-Usability Tradeoff
32. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Factor of Safety
Mnemonic Device
Rule of Thirds
Defensible Space
33. The usability of a system is improved when similar parts are expressed in similar ways.
Hick's Law
Scaling Fallacy
Uniform Connectedness
Consistency
34. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Placebo effect
Performance vs. Preference
Interference Effects
Immersion
35. 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.
Scaling Fallacy
Constraint
Waist to Hip Ratio
Symmetry
36. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Chunking
Convergence
Control
Common Fate
37. The use of pictorial images to improve the recognition and recall of signs and controls.
Flexibility-Usability Tradeoff
Exposure Effect
Iconic Representation
Shaping
38. The debgree to which prose can be understood - based on the complexity of words and sentences.
Inverted Pyramid
Readability
Face- ism Ratio
Mnemonic Device
39. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Garbage In - Garbage Out
Mnemonic Device
Constraint
Normal Distribution
40. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Life Cycle
Chunking
Ockham's Razor
Weakest Link
41. The time it takes to make a decision increases as the number of alternatives increases.
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42. The usability of a system is improved when its status and methods of use are clearly visible.
Mimicry
Rosenthal Effect
Visibility
Layering
43. A technique that influences decision making and judgement by manipulating the way information is presented.
Readability
Forgiveness
Control
Framing
44. A method of limiting the actions that can be performed on a system.
Archetype
Golden Ratio
Constraint
Life Cycle
45. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Wayfinding
Comparison
Shaping
46. An attribute of an object that allows people to intuitively know how to use it
Affordance
Hierarchy
Good Continuation
Orientation Sensitivity
47. Pictures are remembered better than words.
Confirmation
Picture Superiority Effect
Alignment
Recognition over recall
48. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Forgiveness
Storytelling
Mimicry
49. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Pygmalion Effect
Readability
Orientation Sensitivity
50. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Alignment
Cost-Benefit
Uniform Connectedness
Satisficing