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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. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Weakest Link
Hierarchy
Uncertainty Principle
Feedback Loop
2. 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.
Exposure Effect
Mapping
Mental Model
Rule of Thirds
3. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Shaping
Uncertainty Principle
Garbage In - Garbage Out
Threat detection
4. The time required to move to a target is a function of the target size and distance to the target.
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Top- Down Lighting Bias
Threat detection
Constancy
Shaping
6. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Proximity
Legibility
Performance Load
Halo Effect
7. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Hierarchy of Needs (Design)
Feedback Loop
Attractiveness Bias
8. Pictures are remembered better than words.
Errors
Picture Superiority Effect
Mnemonic Device
Garbage In - Garbage Out
9. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Alignment
Good Continuation
Five Hat Racks
10. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Storytelling
Layering
Framing
Von Restorff Effect
11. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Good Continuation
Mimicry
Recognition over recall
Normal Distribution
12. An action or ommission of action yielding an unintended result.
Baby-Face Bias
Errors
Convergence
Closure
13. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Self- similarity
Closure
Hierarchy of Needs (Design)
Performance Load
14. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Proximity
Three- Dimensional Projection
Mnemonic Device
15. A technique for bringing attention to an area of text or image.
Symmetry
Baby-Face Bias
Shaping
Highlighting
16. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hawthorne Effect
Affordance
Mnemonic Device
Attractiveness Bias
17. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Legibility
Interference Effects
Maslow's Hierarchy of Needs
18. 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
Gutenberg Diagram
Forgiveness
Hick's Law
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Accessibility
Fibonacci Sequence
Control
80/20 Rule
20. A property of visual equivalence among elements in a form.
Rosenthal Effect
Cost-Benefit
Ockham's Razor
Symmetry
21. 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.
Law of Pragnanz
Serial Position Effects
Chunking
Mimicry
22. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Signal- to- Noise Ratio
Immersion
Iconic Representation
Garbage In - Garbage Out
23. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Satisficing
Errors
Most Average Facial Appearance Effect
Demand Characteristics
24. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Performance vs. Preference
Fitts' Law
Von Restorff Effect
Operant Conditioning
25. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Highlighting
Immersion
Defensible Space
26. Given a choice between functionally equivalent designs - the simplest design should be selected.
27. A method of limiting the actions that can be performed on a system.
Feedback Loop
Mnemonic Device
Constraint
Form Follows Function
28. Teachers treat students differently based on their expectations of how students will perform.
Exposure Effect
Rosenthal Effect
Hierarchy
Threat detection
29. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Progressive Disclosure
Top- Down Lighting Bias
Inverted Pyramid
Garbage In - Garbage Out
30. An attribute of an object that allows people to intuitively know how to use it
Affordance
Golden Ratio
Rosenthal Effect
Consistency
31. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Rule of Thirds
Hierarchy
Cost-Benefit
Life Cycle
32. 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
80/20 Rule
Mimicry
Symmetry
33. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Confirmation
Constraint
Form Follows Function
34. 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)
Proximity
Fibonacci Sequence
Iconic Representation
Scaling Fallacy
35. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Waist to Hip Ratio
Three- Dimensional Projection
Garbage In - Garbage Out
36. A process of repeating a set of operation until a specific result is achieved.
Normal Distribution
Symmetry
Iteration
Signal- to- Noise Ratio
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Savanna Preference
Structural Forms
Inverted Pyramid
Depth of Processing
38. 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.
Waist to Hip Ratio
Iteration
Classical Conditioning
Mimicry
39. A technique that influences decision making and judgement by manipulating the way information is presented.
Development Cycle
Framing
Prototyping
Control
40. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Defensible Space
Classical Conditioning
Most Average Facial Appearance Effect
41. 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.
Visibility
Flexibility-Usability Tradeoff
Five Hat Racks
Hierarchy of Needs (Design)
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Form Follows Function
Closure
Chunking
43. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Ockham's Razor
Demand Characteristics
Garbage In - Garbage Out
Control
44. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Mapping
Hierarchy
Most Average Facial Appearance Effect
45. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Common Fate
Framing
Modularity
Satisficing
46. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Scaling Fallacy
Mapping
Attractiveness Bias
Gutenberg Diagram
47. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Convergence
Highlighting
Orientation Sensitivity
Classical Conditioning
48. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Feedback Loop
Fitts' Law
Picture Superiority Effect
Rule of Thirds
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Orientation Sensitivity
Signal- to- Noise Ratio
Progressive Disclosure
Prototyping
50. As the flexiblity of a system increases - its usability decreases.
Modularity
Flexibility-Usability Tradeoff
Visibility
Accessibility