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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. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Form Follows Function
Mnemonic Device
Waist to Hip Ratio
Uniform Connectedness
2. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Modularity
Uniform Connectedness
Iconic Representation
Cognitive Dissonance
3. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Factor of Safety
Operant Conditioning
Ockham's Razor
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Feedback Loop
Picture Superiority Effect
Signal- to- Noise Ratio
Constancy
5. The debgree to which prose can be understood - based on the complexity of words and sentences.
Performance Load
Control
Demand Characteristics
Readability
6. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Control
Readability
Normal Distribution
Golden Ratio
7. The usability of a system is improved when its status and methods of use are clearly visible.
Symmetry
Visibility
Legibility
Mnemonic Device
8. The relative ease with which a destination - idea - or concept may be reached.
Figure-Ground Relationship
Accessibility
Pygmalion Effect
Life Cycle
9. An action or ommission of action yielding an unintended result.
Confirmation
Errors
Pygmalion Effect
Layering
10. 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
Rule of Thirds
Three- Dimensional Projection
Archetype
11. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Visibility
Redundancy
Factor of Safety
Scaling Fallacy
12. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Readability
Top- Down Lighting Bias
Mimicry
Defensible Space
13. 80% of the effects generated by any large system are caused by 20% of the variables.
Signal- to- Noise Ratio
Form Follows Function
80/20 Rule
Interference Effects
14. 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.
Legibility
Redundancy
Similarity
Prospect-Refuge
15. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Waist to Hip Ratio
Threat detection
Legibility
Cognitive Dissonance
16. The time required to move to a target is a function of the target size and distance to the target.
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17. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Exposure Effect
Pygmalion Effect
Modularity
Classical Conditioning
18. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Demand Characteristics
Cost-Benefit
Weakest Link
Iconic Representation
19. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Prototyping
Form Follows Function
Constraint
20. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Symmetry
Prototyping
Affordance
21. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hick's Law
Gutenberg Diagram
Operant Conditioning
Errors
22. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Entry Point
Control
Maslow's Hierarchy of Needs
Cost-Benefit
23. Pictures are remembered better than words.
Convergence
Picture Superiority Effect
Hierarchy
Inverted Pyramid
24. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Progressive Disclosure
Entry Point
Errors
Garbage In - Garbage Out
25. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Proximity
Legibility
Structural Forms
Halo Effect
26. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Entry Point
Recognition over recall
Archetype
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Accessibility
Consistency
Mnemonic Device
Golden Ratio
28. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Ockham's Razor
Scaling Fallacy
Face- ism Ratio
Shaping
29. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Defensible Space
Normal Distribution
Expectation Effect
30. A tendency to see objects and patterns as 3D when certain visual cues are present.
Progressive Disclosure
Golden Ratio
Serial Position Effects
Three- Dimensional Projection
31. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Placebo effect
Signal- to- Noise Ratio
Structural Forms
Halo Effect
32. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Maslow's Hierarchy of Needs
Fibonacci Sequence
Rosenthal Effect
Satisficing
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Garbage In - Garbage Out
Constancy
Factor of Safety
34. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Von Restorff Effect
Threat detection
Demand Characteristics
Maslow's Hierarchy of Needs
35. 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.
Iteration
Chunking
Factor of Safety
Immersion
36. The time it takes to make a decision increases as the number of alternatives increases.
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37. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Normal Distribution
Depth of Processing
Rule of Thirds
38. 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.
Storytelling
Fibonacci Sequence
Forgiveness
Savanna Preference
39. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Good Continuation
Hawthorne Effect
Development Cycle
Attractiveness Bias
40. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Pygmalion Effect
Modularity
Flexibility-Usability Tradeoff
41. A technique for bringing attention to an area of text or image.
Attractiveness Bias
Life Cycle
Highlighting
Good Continuation
42. 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
Similarity
Picture Superiority Effect
Mnemonic Device
43. The tendency for people to behave differently when they know they are being studied
Good Continuation
Savanna Preference
Hawthorne Effect
Signal- to- Noise Ratio
44. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Performance Load
Forgiveness
Immersion
Comparison
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
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46. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Layering
Attractiveness Bias
Storytelling
Closure
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Prototyping
Cognitive Dissonance
Factor of Safety
Classical Conditioning
48. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Five Hat Racks
Signal- to- Noise Ratio
Alignment
Affordance
49. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Scaling Fallacy
Classical Conditioning
Development Cycle
Interference Effects
50. A process in which similar characteristics evolve independently in multiple systems.
Good Continuation
Convergence
Uncertainty Principle
Consistency