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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.
Normal Distribution
Iteration
Ockham's Razor
Errors
2. 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.
Serial Position Effects
Good Continuation
Ockham's Razor
80/20 Rule
3. A property of visual equivalence among elements in a form.
Closure
Symmetry
Hierarchy
Face- ism Ratio
4. 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
Development Cycle
Symmetry
Pygmalion Effect
5. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Classical Conditioning
Figure-Ground Relationship
Threat detection
Closure
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Symmetry
Gutenberg Diagram
Iconic Representation
Law of Pragnanz
7. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Framing
Von Restorff Effect
Constraint
Performance vs. Preference
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Proximity
Scaling Fallacy
Demand Characteristics
Signal- to- Noise Ratio
9. 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
Common Fate
Self- similarity
Confirmation
Performance vs. Preference
10. 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.
Self- similarity
Performance Load
Hierarchy of Needs (Design)
Cost-Benefit
11. 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
Law of Pragnanz
Mental Model
Constancy
12. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Cost-Benefit
Control
Interference Effects
13. 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
Attractiveness Bias
Development Cycle
Proximity
14. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Hawthorne Effect
Fitts' Law
Feedback Loop
15. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
16. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Consistency
Hick's Law
Normal Distribution
Convergence
17. People understand and interact with systems and environments based on mental representations developed from experience.
Uniform Connectedness
Symmetry
Mapping
Mental Model
18. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Orientation Sensitivity
Prototyping
Cost-Benefit
19. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Legibility
Form Follows Function
Interference Effects
Layering
20. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Ockham's Razor
Weakest Link
Iconic Representation
Immersion
21. The tendency for people to behave differently when they know they are being studied
Interference Effects
Recognition over recall
Hawthorne Effect
Prospect-Refuge
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Uncertainty Principle
Recognition over recall
Most Average Facial Appearance Effect
Symmetry
23. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Prototyping
Errors
Alignment
24. The debgree to which prose can be understood - based on the complexity of words and sentences.
Serial Position Effects
Cognitive Dissonance
Readability
Hierarchy
25. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Fibonacci Sequence
Mapping
Wayfinding
26. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Hierarchy
Uniform Connectedness
Readability
Consistency
27. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Constancy
Hick's Law
Halo Effect
28. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Prototyping
Cognitive Dissonance
Placebo effect
Affordance
29. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Highlighting
Top- Down Lighting Bias
Expectation Effect
30. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Hierarchy
Iteration
Modularity
Layering
31. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Savanna Preference
Progressive Disclosure
Common Fate
Mental Model
32. An original model on which something is patterned
Archetype
Redundancy
Classical Conditioning
Mapping
33. Pictures are remembered better than words.
Closure
Hick's Law
Inverted Pyramid
Picture Superiority Effect
34. A technique for bringing attention to an area of text or image.
Highlighting
Classical Conditioning
Constancy
Rule of Thirds
35. The usability of a system is improved when similar parts are expressed in similar ways.
Self- similarity
Consistency
Visibility
Baby-Face Bias
36. The process of using spatial and environmental information to navigate to a destination.
Immersion
Top- Down Lighting Bias
Common Fate
Wayfinding
37. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Attractiveness Bias
Prototyping
Gutenberg Diagram
Mental Model
38. Elements that are similar are perceived to be more related than elements that are dissimilar.
Recognition over recall
Symmetry
Visibility
Similarity
39. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Law of Pragnanz
Constancy
Garbage In - Garbage Out
Satisficing
40. A method of limiting the actions that can be performed on a system.
Signal- to- Noise Ratio
Savanna Preference
Constraint
Form Follows Function
41. 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.
Readability
Serial Position Effects
Law of Pragnanz
Golden Ratio
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Affordance
Confirmation
Picture Superiority Effect
Similarity
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Inverted Pyramid
Structural Forms
Fitts' Law
Control
44. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Symmetry
Threat detection
Mnemonic Device
Three- Dimensional Projection
45. 80% of the effects generated by any large system are caused by 20% of the variables.
Pygmalion Effect
Satisficing
Interference Effects
80/20 Rule
46. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Forgiveness
Recognition over recall
Performance vs. Preference
Closure
47. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
Orientation Sensitivity
48. A property in which a form is made up of parts similar to the whole or to one another.
Structural Forms
Von Restorff Effect
Mental Model
Self- similarity
49. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Archetype
Rule of Thirds
Garbage In - Garbage Out
50. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Entry Point
Immersion
Visibility
Uncertainty Principle