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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.
Top- Down Lighting Bias
Performance vs. Preference
Attractiveness Bias
Orientation Sensitivity
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Uniform Connectedness
Readability
Attractiveness Bias
Five Hat Racks
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Prototyping
Alignment
Satisficing
Wayfinding
4. 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
Self- similarity
Orientation Sensitivity
Hick's Law
Common Fate
5. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Symmetry
Top- Down Lighting Bias
Interference Effects
Defensible Space
6. 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.
Operant Conditioning
Feedback Loop
Depth of Processing
Serial Position Effects
7. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Errors
Baby-Face Bias
Prototyping
Orientation Sensitivity
8. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Symmetry
Rule of Thirds
Cognitive Dissonance
9. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Consistency
Recognition over recall
Satisficing
Depth of Processing
10. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Halo Effect
Savanna Preference
Ockham's Razor
Storytelling
11. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Prototyping
Baby-Face Bias
Performance Load
Visibility
12. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Self- similarity
Uniform Connectedness
Affordance
Prospect-Refuge
13. An attribute of an object that allows people to intuitively know how to use it
Weakest Link
Mental Model
Affordance
Recognition over recall
14. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Errors
Attractiveness Bias
Defensible Space
Pygmalion Effect
15. The usability of a system is improved when similar parts are expressed in similar ways.
Shaping
Consistency
Uncertainty Principle
Normal Distribution
16. 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
Life Cycle
Threat detection
Performance Load
17. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Rule of Thirds
Attractiveness Bias
Most Average Facial Appearance Effect
Entry Point
18. The usability of a system is improved when its status and methods of use are clearly visible.
Iconic Representation
Law of Pragnanz
Visibility
Feedback Loop
19. A property in which a form is made up of parts similar to the whole or to one another.
Common Fate
Self- similarity
Recognition over recall
Flexibility-Usability Tradeoff
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.
Errors
Archetype
Structural Forms
Common Fate
21. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Constancy
Expectation Effect
Iconic Representation
22. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Closure
Wayfinding
Development Cycle
Forgiveness
23. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Closure
Rule of Thirds
Expectation Effect
Life Cycle
24. An original model on which something is patterned
Hick's Law
Von Restorff Effect
Archetype
Similarity
25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Baby-Face Bias
Forgiveness
Form Follows Function
26. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
27. 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
Orientation Sensitivity
Exposure Effect
Uniform Connectedness
28. 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
Affordance
Mnemonic Device
Confirmation
29. People understand and interact with systems and environments based on mental representations developed from experience.
Prospect-Refuge
Threat detection
Hierarchy of Needs (Design)
Mental Model
30. The relative ease with which a destination - idea - or concept may be reached.
Mimicry
Hick's Law
Accessibility
Constancy
31. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Defensible Space
Modularity
Progressive Disclosure
Baby-Face Bias
32. Teachers treat students differently based on their expectations of how students will perform.
Maslow's Hierarchy of Needs
Rosenthal Effect
Inverted Pyramid
Weakest Link
33. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Inverted Pyramid
Form Follows Function
Exposure Effect
Savanna Preference
34. The time it takes to make a decision increases as the number of alternatives increases.
35. 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.
Constancy
Redundancy
Readability
Feedback Loop
36. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Alignment
Picture Superiority Effect
Expectation Effect
Form Follows Function
37. The process of using spatial and environmental information to navigate to a destination.
Forgiveness
Serial Position Effects
Satisficing
Wayfinding
38. A process of repeating a set of operation until a specific result is achieved.
Iteration
Control
Flexibility-Usability Tradeoff
Iconic Representation
39. A method of limiting the actions that can be performed on a system.
Constraint
Similarity
80/20 Rule
Maslow's Hierarchy of Needs
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Law of Pragnanz
Top- Down Lighting Bias
Baby-Face Bias
41. 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.
Depth of Processing
Exposure Effect
Waist to Hip Ratio
Inverted Pyramid
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Hierarchy
Threat detection
Self- similarity
Iconic Representation
43. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Iteration
Demand Characteristics
Forgiveness
44. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Good Continuation
Forgiveness
Scaling Fallacy
Closure
45. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Redundancy
Signal- to- Noise Ratio
Gutenberg Diagram
46. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Wayfinding
Top- Down Lighting Bias
Development Cycle
47. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Recognition over recall
Hierarchy of Needs (Design)
Fitts' Law
Factor of Safety
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Iteration
Defensible Space
Mapping
Operant Conditioning
49. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Visibility
Proximity
Flexibility-Usability Tradeoff
50. 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.
Von Restorff Effect
Savanna Preference
Interference Effects
Flexibility-Usability Tradeoff