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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. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Flexibility-Usability Tradeoff
Layering
Progressive Disclosure
2. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Exposure Effect
Hierarchy
Proximity
3. 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
Uncertainty Principle
Mapping
Visibility
4. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Development Cycle
Comparison
Alignment
Weakest Link
5. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Garbage In - Garbage Out
Uniform Connectedness
Cognitive Dissonance
Prototyping
6. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Weakest Link
Rule of Thirds
Immersion
Confirmation
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.
Recognition over recall
Iconic Representation
Good Continuation
Confirmation
8. A method of limiting the actions that can be performed on a system.
Uniform Connectedness
Constraint
Hick's Law
Consistency
9. 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?)
Cost-Benefit
Framing
Iconic Representation
Golden Ratio
10. A property of visual equivalence among elements in a form.
Feedback Loop
Symmetry
Operant Conditioning
Scaling Fallacy
11. The time required to move to a target is a function of the target size and distance to the target.
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Common Fate
Constancy
Immersion
Exposure Effect
13. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Depth of Processing
Five Hat Racks
14. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Inverted Pyramid
Control
Layering
Archetype
15. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Cost-Benefit
Alignment
Uncertainty Principle
Gutenberg Diagram
16. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Normal Distribution
Mapping
Structural Forms
Framing
17. 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.
Interference Effects
Immersion
Closure
Hierarchy of Needs (Design)
18. A process of repeating a set of operation until a specific result is achieved.
Iteration
Iconic Representation
Fibonacci Sequence
Proximity
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Rule of Thirds
Garbage In - Garbage Out
Forgiveness
20. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy
Errors
Face- ism Ratio
Accessibility
21. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Attractiveness Bias
Convergence
Uniform Connectedness
Placebo effect
22. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Baby-Face Bias
Gutenberg Diagram
Inverted Pyramid
Layering
23. Elements that are close together are percieved to be more related than elements that are farther apart.
Entry Point
Law of Pragnanz
Proximity
Uniform Connectedness
24. The tendency for people to behave differently when they know they are being studied
Face- ism Ratio
Hawthorne Effect
Wayfinding
Rule of Thirds
25. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Demand Characteristics
Inverted Pyramid
Prospect-Refuge
Attractiveness Bias
26. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Normal Distribution
Performance vs. Preference
Prototyping
Performance Load
27. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
80/20 Rule
Errors
Golden Ratio
28. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Constraint
Picture Superiority Effect
Uncertainty Principle
Top- Down Lighting Bias
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Gutenberg Diagram
Placebo effect
Convergence
Progressive Disclosure
30. 80% of the effects generated by any large system are caused by 20% of the variables.
Wayfinding
Exposure Effect
80/20 Rule
Alignment
31. The process of using spatial and environmental information to navigate to a destination.
Control
Constraint
Wayfinding
Attractiveness Bias
32. A ratio within the elements of a form - such as height to width - approximating 0.618.
Threat detection
Errors
Mimicry
Golden Ratio
33. A process in which similar characteristics evolve independently in multiple systems.
Readability
Convergence
Placebo effect
Shaping
34. 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
Rosenthal Effect
Prospect-Refuge
Common Fate
Normal Distribution
35. An attribute of an object that allows people to intuitively know how to use it
Affordance
Five Hat Racks
Baby-Face Bias
Framing
36. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Legibility
Shaping
Attractiveness Bias
Storytelling
37. 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.
Uniform Connectedness
Redundancy
Mimicry
Similarity
38. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Fibonacci Sequence
Demand Characteristics
Orientation Sensitivity
Rule of Thirds
39. The time it takes to make a decision increases as the number of alternatives increases.
40. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Exposure Effect
80/20 Rule
Interference Effects
Similarity
41. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Highlighting
Operant Conditioning
Performance Load
Mimicry
42. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Law of Pragnanz
Entry Point
Closure
Alignment
43. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Control
Affordance
Constancy
Factor of Safety
44. An action or ommission of action yielding an unintended result.
Errors
Cognitive Dissonance
Satisficing
Life Cycle
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
46. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Constraint
Law of Pragnanz
Expectation Effect
Five Hat Racks
47. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Hierarchy of Needs (Design)
Prototyping
Face- ism Ratio
Flexibility-Usability Tradeoff
48. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Prospect-Refuge
Rule of Thirds
Iconic Representation
Closure
49. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Most Average Facial Appearance Effect
Feedback Loop
Serial Position Effects
Law of Pragnanz
50. Patients experience treatment effects based on their belief that a treatment will work.
Progressive Disclosure
Placebo effect
Most Average Facial Appearance Effect
Top- Down Lighting Bias