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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. An action or ommission of action yielding an unintended result.
Errors
Structural Forms
Form Follows Function
Storytelling
2. 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
Satisficing
Uniform Connectedness
Constancy
Common Fate
3. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Defensible Space
Prototyping
Framing
Hick's Law
4. The process of using spatial and environmental information to navigate to a destination.
Mental Model
Depth of Processing
Consistency
Wayfinding
5. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Inverted Pyramid
Depth of Processing
Performance Load
Consistency
6. Memory for recognizing things is better than memory for recalling things.
Threat detection
Gutenberg Diagram
Performance vs. Preference
Recognition over recall
7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Three- Dimensional Projection
Mental Model
Common Fate
8. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Alignment
Common Fate
Confirmation
Golden Ratio
9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Chunking
Convergence
Framing
Legibility
10. A process of repeating a set of operation until a specific result is achieved.
Storytelling
Visibility
Uniform Connectedness
Iteration
11. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Accessibility
Orientation Sensitivity
Iteration
12. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Baby-Face Bias
Most Average Facial Appearance Effect
Depth of Processing
Hierarchy
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Exposure Effect
Hierarchy
Rule of Thirds
Classical Conditioning
14. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Hick's Law
Halo Effect
Performance Load
15. The usability of a system is improved when its status and methods of use are clearly visible.
Convergence
Baby-Face Bias
Symmetry
Visibility
16. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Demand Characteristics
Garbage In - Garbage Out
Expectation Effect
Law of Pragnanz
17. 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.
Recognition over recall
Figure-Ground Relationship
Feedback Loop
Visibility
18. A tendency to see objects and patterns as 3D when certain visual cues are present.
Readability
Satisficing
Three- Dimensional Projection
Common Fate
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Inverted Pyramid
Modularity
Picture Superiority Effect
20. The tendency for people to perform better or worse based on the expectations of another.
Interference Effects
Consistency
Proximity
Pygmalion Effect
21. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Symmetry
Framing
Similarity
Mnemonic Device
22. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Classical Conditioning
Hierarchy
Accessibility
Iconic Representation
23. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fibonacci Sequence
Top- Down Lighting Bias
Immersion
Control
24. 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.
Classical Conditioning
Symmetry
Interference Effects
Savanna Preference
25. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Progressive Disclosure
Halo Effect
Performance Load
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Symmetry
Gutenberg Diagram
Alignment
Figure-Ground Relationship
27. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Most Average Facial Appearance Effect
Savanna Preference
Highlighting
28. 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
Garbage In - Garbage Out
Visibility
Law of Pragnanz
29. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Storytelling
Face- ism Ratio
Halo Effect
Accessibility
30. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Classical Conditioning
Fitts' Law
Development Cycle
31. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Alignment
Fibonacci Sequence
Ockham's Razor
32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Hawthorne Effect
Structural Forms
Self- similarity
Mnemonic Device
33. The quality of system output is dependent on the quality of system input.
Cost-Benefit
Garbage In - Garbage Out
Layering
Demand Characteristics
34. A property of visual equivalence among elements in a form.
Weakest Link
Most Average Facial Appearance Effect
Symmetry
Highlighting
35. 80% of the effects generated by any large system are caused by 20% of the variables.
Iteration
Picture Superiority Effect
Form Follows Function
80/20 Rule
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Inverted Pyramid
Mapping
Progressive Disclosure
37. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Scaling Fallacy
Immersion
Uniform Connectedness
Archetype
38. The time required to move to a target is a function of the target size and distance to the target.
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39. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Readability
Attractiveness Bias
Storytelling
Mimicry
40. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Storytelling
Mimicry
Alignment
Fibonacci Sequence
41. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Uncertainty Principle
Progressive Disclosure
Proximity
Fitts' Law
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Affordance
Waist to Hip Ratio
Proximity
43. The tendency for people to behave differently when they know they are being studied
Face- ism Ratio
Proximity
Hawthorne Effect
Errors
44. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Placebo effect
Wayfinding
Threat detection
45. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Demand Characteristics
Factor of Safety
Rosenthal Effect
Most Average Facial Appearance Effect
46. 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.
Serial Position Effects
Archetype
Classical Conditioning
Life Cycle
47. 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.
Serial Position Effects
Waist to Hip Ratio
Uniform Connectedness
Comparison
48. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Readability
Normal Distribution
Immersion
Hawthorne Effect
49. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Demand Characteristics
Consistency
Face- ism Ratio
Cognitive Dissonance
50. 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.
Placebo effect
Classical Conditioning
Self- similarity
Mapping