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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 visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Iteration
Layering
Orientation Sensitivity
Convergence
2. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Face- ism Ratio
Defensible Space
Development Cycle
3. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
80/20 Rule
Savanna Preference
Golden Ratio
4. 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
Legibility
Fibonacci Sequence
Wayfinding
5. The time required to move to a target is a function of the target size and distance to the target.
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Consistency
Fitts' Law
Pygmalion Effect
Law of Pragnanz
7. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Form Follows Function
Gutenberg Diagram
Orientation Sensitivity
Law of Pragnanz
8. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Fitts' Law
Constancy
Performance vs. Preference
Iteration
9. The debgree to which prose can be understood - based on the complexity of words and sentences.
Depth of Processing
Five Hat Racks
Interference Effects
Readability
10. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
11. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Most Average Facial Appearance Effect
Interference Effects
Mimicry
Rule of Thirds
12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
Scaling Fallacy
13. The process of using spatial and environmental information to navigate to a destination.
Self- similarity
Von Restorff Effect
Wayfinding
Convergence
14. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Legibility
Ockham's Razor
Pygmalion Effect
Face- ism Ratio
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Mapping
Expectation Effect
Inverted Pyramid
Closure
16. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Comparison
Uncertainty Principle
Highlighting
Self- similarity
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
18. 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.
Symmetry
Garbage In - Garbage Out
Fibonacci Sequence
Hierarchy of Needs (Design)
19. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mapping
Progressive Disclosure
Signal- to- Noise Ratio
Readability
20. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Flexibility-Usability Tradeoff
Ockham's Razor
Layering
21. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Comparison
Gutenberg Diagram
Chunking
22. People understand and interact with systems and environments based on mental representations developed from experience.
Redundancy
Cost-Benefit
Five Hat Racks
Mental Model
23. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Hierarchy
Layering
Prospect-Refuge
Iteration
24. 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.
Savanna Preference
Feedback Loop
Constraint
Face- ism Ratio
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Five Hat Racks
Symmetry
Mental Model
Classical Conditioning
26. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Common Fate
Demand Characteristics
Storytelling
Prospect-Refuge
27. 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.
Hierarchy
Legibility
Serial Position Effects
Placebo effect
28. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Five Hat Racks
Placebo effect
Mnemonic Device
29. 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)
Cost-Benefit
Archetype
Affordance
Scaling Fallacy
30. 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.
Consistency
Uniform Connectedness
Depth of Processing
Waist to Hip Ratio
31. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Serial Position Effects
Performance vs. Preference
Hick's Law
Hierarchy
32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Proximity
Waist to Hip Ratio
Cognitive Dissonance
Cost-Benefit
33. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Redundancy
Baby-Face Bias
Structural Forms
Hawthorne Effect
34. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Legibility
Satisficing
Pygmalion Effect
Prototyping
35. 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.
Garbage In - Garbage Out
Closure
Savanna Preference
Threat detection
36. 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.
Chunking
Operant Conditioning
Mnemonic Device
Waist to Hip Ratio
37. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Operant Conditioning
Uniform Connectedness
Serial Position Effects
Affordance
38. A method of limiting the actions that can be performed on a system.
Savanna Preference
Factor of Safety
Orientation Sensitivity
Constraint
39. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Top- Down Lighting Bias
Entry Point
Picture Superiority Effect
Ockham's Razor
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
80/20 Rule
Most Average Facial Appearance Effect
Inverted Pyramid
Exposure Effect
41. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Mental Model
Mimicry
Mnemonic Device
Control
42. The usability of a system is improved when similar parts are expressed in similar ways.
Comparison
Consistency
Similarity
Attractiveness Bias
43. 80% of the effects generated by any large system are caused by 20% of the variables.
Good Continuation
80/20 Rule
Redundancy
Prospect-Refuge
44. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Baby-Face Bias
Defensible Space
Iconic Representation
Orientation Sensitivity
45. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Wayfinding
Most Average Facial Appearance Effect
Threat detection
Performance vs. Preference
46. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Form Follows Function
Cost-Benefit
Convergence
47. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Recognition over recall
Convergence
Figure-Ground Relationship
48. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prototyping
Prospect-Refuge
Recognition over recall
Hawthorne Effect
49. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Weakest Link
Entry Point
Von Restorff Effect
50. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Depth of Processing
Signal- to- Noise Ratio
Immersion
Iteration