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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 attribute of an object that allows people to intuitively know how to use it
Self- similarity
Common Fate
Affordance
Signal- to- Noise Ratio
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Interference Effects
Five Hat Racks
Framing
Convergence
3. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Classical Conditioning
Savanna Preference
Accessibility
4. 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
Symmetry
Hawthorne Effect
Constancy
5. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Waist to Hip Ratio
Demand Characteristics
Progressive Disclosure
Interference Effects
6. 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.
Interference Effects
Three- Dimensional Projection
Savanna Preference
Threat detection
7. A property of visual equivalence among elements in a form.
Figure-Ground Relationship
Symmetry
Mimicry
Gutenberg Diagram
8. 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.
Modularity
Face- ism Ratio
Chunking
Highlighting
9. Teachers treat students differently based on their expectations of how students will perform.
Development Cycle
Factor of Safety
Rosenthal Effect
Inverted Pyramid
10. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Errors
Cognitive Dissonance
Layering
Gutenberg Diagram
11. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Serial Position Effects
Orientation Sensitivity
Cognitive Dissonance
12. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Performance Load
Weakest Link
Forgiveness
Comparison
13. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Forgiveness
Life Cycle
Operant Conditioning
Orientation Sensitivity
14. The quality of system output is dependent on the quality of system input.
Top- Down Lighting Bias
Control
Rosenthal Effect
Garbage In - Garbage Out
15. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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16. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Similarity
Three- Dimensional Projection
Convergence
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Form Follows Function
Face- ism Ratio
Entry Point
Development Cycle
18. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Constraint
Wayfinding
Development Cycle
19. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Fibonacci Sequence
Storytelling
Scaling Fallacy
Comparison
20. 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.)
Similarity
Classical Conditioning
Expectation Effect
Consistency
21. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hick's Law
Readability
Maslow's Hierarchy of Needs
Control
22. A technique for bringing attention to an area of text or image.
Baby-Face Bias
Comparison
Framing
Highlighting
23. 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.
Threat detection
Legibility
Most Average Facial Appearance Effect
Redundancy
24. 80% of the effects generated by any large system are caused by 20% of the variables.
Top- Down Lighting Bias
80/20 Rule
Readability
Self- similarity
25. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hierarchy
Signal- to- Noise Ratio
Prototyping
Normal Distribution
26. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Orientation Sensitivity
Rule of Thirds
Baby-Face Bias
Hawthorne Effect
27. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Accessibility
Hierarchy
Threat detection
Defensible Space
28. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Mapping
Progressive Disclosure
Readability
29. Memory for recognizing things is better than memory for recalling things.
Demand Characteristics
Visibility
Entry Point
Recognition over recall
30. A sequence of numbers in which each number is the sum of the preceding two.
Weakest Link
Mnemonic Device
Most Average Facial Appearance Effect
Fibonacci Sequence
31. 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.
Feedback Loop
Performance vs. Preference
Scaling Fallacy
Storytelling
32. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Self- similarity
Threat detection
Rule of Thirds
Mental Model
33. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Classical Conditioning
Factor of Safety
Mnemonic Device
Placebo effect
34. A method of limiting the actions that can be performed on a system.
Constraint
Maslow's Hierarchy of Needs
Self- similarity
Redundancy
35. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Framing
Normal Distribution
Waist to Hip Ratio
36. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Similarity
Iteration
Top- Down Lighting Bias
37. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Normal Distribution
Closure
Entry Point
Uniform Connectedness
38. 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
Iteration
Feedback Loop
Life Cycle
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
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40. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Symmetry
Framing
Prototyping
Readability
41. Pictures are remembered better than words.
Feedback Loop
Picture Superiority Effect
Visibility
Normal Distribution
42. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Ockham's Razor
Shaping
Baby-Face Bias
Rule of Thirds
43. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Cognitive Dissonance
Garbage In - Garbage Out
Hierarchy
Control
44. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Modularity
Factor of Safety
Most Average Facial Appearance Effect
Satisficing
45. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Readability
Storytelling
Orientation Sensitivity
Immersion
46. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Forgiveness
Exposure Effect
Uniform Connectedness
Figure-Ground Relationship
47. The time required to move to a target is a function of the target size and distance to the target.
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48. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Forgiveness
Comparison
Closure
Entry Point
49. The tendency for people to behave differently when they know they are being studied
Signal- to- Noise Ratio
Hawthorne Effect
Mental Model
Golden Ratio
50. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Ockham's Razor
Defensible Space
Control