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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 Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Exposure Effect
Chunking
Mental Model
Common Fate
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Accessibility
Readability
Weakest Link
Mnemonic Device
3. The usability of a system is improved when its status and methods of use are clearly visible.
Closure
Chunking
Visibility
Framing
4. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Flexibility-Usability Tradeoff
Entry Point
Weakest Link
Mimicry
5. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Garbage In - Garbage Out
Forgiveness
Defensible Space
Redundancy
6. A method of limiting the actions that can be performed on a system.
Law of Pragnanz
Constraint
Proximity
Storytelling
7. 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.
Good Continuation
Iteration
Hick's Law
Framing
8. 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?)
Golden Ratio
Consistency
Cost-Benefit
Performance vs. Preference
9. Given a choice between functionally equivalent designs - the simplest design should be selected.
10. 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)
Garbage In - Garbage Out
Rosenthal Effect
Five Hat Racks
Scaling Fallacy
11. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Top- Down Lighting Bias
Most Average Facial Appearance Effect
Placebo effect
12. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Alignment
Iconic Representation
Face- ism Ratio
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.
Hierarchy of Needs (Design)
Fitts' Law
Recognition over recall
Redundancy
14. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Demand Characteristics
Wayfinding
Shaping
Law of Pragnanz
15. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Maslow's Hierarchy of Needs
Immersion
Chunking
Placebo effect
16. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Demand Characteristics
Readability
Top- Down Lighting Bias
17. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Ockham's Razor
Demand Characteristics
Mnemonic Device
18. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Mimicry
Maslow's Hierarchy of Needs
Similarity
19. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Feedback Loop
Forgiveness
Constancy
Ockham's Razor
20. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Feedback Loop
Rosenthal Effect
Performance vs. Preference
Hierarchy
21. An attribute of an object that allows people to intuitively know how to use it
Chunking
Affordance
Archetype
Picture Superiority Effect
22. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Readability
Comparison
Hick's Law
23. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Orientation Sensitivity
Fibonacci Sequence
Affordance
24. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Serial Position Effects
Ockham's Razor
Mapping
Self- similarity
25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Golden Ratio
Cost-Benefit
Iconic Representation
Modularity
26. A tendency to see objects and patterns as 3D when certain visual cues are present.
Good Continuation
Three- Dimensional Projection
Affordance
Fibonacci Sequence
27. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Law of Pragnanz
Prototyping
Top- Down Lighting Bias
Defensible Space
28. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Defensible Space
Waist to Hip Ratio
Weakest Link
29. Pictures are remembered better than words.
Confirmation
Closure
Law of Pragnanz
Picture Superiority Effect
30. Elements that are similar are perceived to be more related than elements that are dissimilar.
Immersion
Interference Effects
Similarity
Legibility
31. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Waist to Hip Ratio
Factor of Safety
Progressive Disclosure
Pygmalion Effect
32. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Satisficing
Mnemonic Device
Closure
Comparison
33. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Rosenthal Effect
Signal- to- Noise Ratio
Orientation Sensitivity
Von Restorff Effect
34. The usability of a system is improved when similar parts are expressed in similar ways.
Uncertainty Principle
Form Follows Function
Mimicry
Consistency
35. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Immersion
Similarity
Weakest Link
Structural Forms
36. A process of repeating a set of operation until a specific result is achieved.
Iteration
Iconic Representation
Visibility
Self- similarity
37. 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.
Ockham's Razor
Hierarchy of Needs (Design)
Orientation Sensitivity
Savanna Preference
38. The use of pictorial images to improve the recognition and recall of signs and controls.
Pygmalion Effect
Iconic Representation
Inverted Pyramid
Performance Load
39. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Face- ism Ratio
Rule of Thirds
Self- similarity
Demand Characteristics
40. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Wayfinding
Constancy
Pygmalion Effect
41. 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.
Top- Down Lighting Bias
Garbage In - Garbage Out
Serial Position Effects
Ockham's Razor
42. Memory for recognizing things is better than memory for recalling things.
Law of Pragnanz
Uniform Connectedness
Recognition over recall
Layering
43. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Alignment
Five Hat Racks
Hierarchy
Consistency
44. The time it takes to make a decision increases as the number of alternatives increases.
45. A technique that influences decision making and judgement by manipulating the way information is presented.
Symmetry
Factor of Safety
Immersion
Framing
46. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Figure-Ground Relationship
Gutenberg Diagram
Most Average Facial Appearance Effect
47. An action or ommission of action yielding an unintended result.
Shaping
Convergence
Errors
Five Hat Racks
48. The relative ease with which a destination - idea - or concept may be reached.
Mimicry
Accessibility
Scaling Fallacy
Feedback Loop
49. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Demand Characteristics
Control
Threat detection
50. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Picture Superiority Effect
Self- similarity
Gutenberg Diagram
Wayfinding