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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. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Constraint
Face- ism Ratio
Hierarchy
Attractiveness Bias
2. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Rule of Thirds
Iteration
Top- Down Lighting Bias
3. An attribute of an object that allows people to intuitively know how to use it
Placebo effect
Fibonacci Sequence
Figure-Ground Relationship
Affordance
4. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Confirmation
Good Continuation
Classical Conditioning
Signal- to- Noise Ratio
5. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Mimicry
Orientation Sensitivity
Symmetry
Exposure Effect
6. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Maslow's Hierarchy of Needs
Attractiveness Bias
Affordance
7. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Defensible Space
Von Restorff Effect
Visibility
Entry Point
8. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Weakest Link
Garbage In - Garbage Out
Prototyping
9. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Cognitive Dissonance
Life Cycle
Constancy
10. Teachers treat students differently based on their expectations of how students will perform.
Defensible Space
Rosenthal Effect
Forgiveness
Readability
11. 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.
Structural Forms
Three- Dimensional Projection
Feedback Loop
Forgiveness
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Baby-Face Bias
Rule of Thirds
Recognition over recall
13. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Redundancy
Confirmation
Constraint
14. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Recognition over recall
Convergence
Halo Effect
15. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Comparison
Mnemonic Device
Factor of Safety
Rule of Thirds
16. A property of visual equivalence among elements in a form.
Archetype
Symmetry
Redundancy
Development Cycle
17. An original model on which something is patterned
Factor of Safety
Constraint
Archetype
Signal- to- Noise Ratio
18. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
80/20 Rule
Operant Conditioning
Entry Point
Recognition over recall
19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Convergence
Demand Characteristics
Progressive Disclosure
Defensible Space
20. 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
Attractiveness Bias
Feedback Loop
Operant Conditioning
Common Fate
21. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Interference Effects
Readability
Figure-Ground Relationship
Control
22. The relative ease with which a destination - idea - or concept may be reached.
Three- Dimensional Projection
Performance vs. Preference
Signal- to- Noise Ratio
Accessibility
23. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Waist to Hip Ratio
Law of Pragnanz
Closure
Forgiveness
24. The tendency for people to perform better or worse based on the expectations of another.
Three- Dimensional Projection
Affordance
Pygmalion Effect
Layering
25. A technique for bringing attention to an area of text or image.
Constancy
Highlighting
Performance Load
Waist to Hip Ratio
26. The tendency for people to behave differently when they know they are being studied
Alignment
Comparison
Law of Pragnanz
Hawthorne Effect
27. 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?)
Placebo effect
Mnemonic Device
Archetype
Cost-Benefit
28. 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
Cost-Benefit
Orientation Sensitivity
29. A process of repeating a set of operation until a specific result is achieved.
Figure-Ground Relationship
Golden Ratio
Iteration
Performance Load
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Five Hat Racks
Legibility
Waist to Hip Ratio
Redundancy
31. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Halo Effect
Hawthorne Effect
Modularity
Flexibility-Usability Tradeoff
32. An action or ommission of action yielding an unintended result.
Hierarchy
Errors
Rule of Thirds
Baby-Face Bias
33. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Signal- to- Noise Ratio
Ockham's Razor
Law of Pragnanz
34. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Redundancy
Mnemonic Device
Scaling Fallacy
Prototyping
35. People understand and interact with systems and environments based on mental representations developed from experience.
Prospect-Refuge
Mental Model
Constraint
Face- ism Ratio
36. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Storytelling
Gutenberg Diagram
Classical Conditioning
Uncertainty Principle
37. The usability of a system is improved when its status and methods of use are clearly visible.
Face- ism Ratio
Visibility
Exposure Effect
Signal- to- Noise Ratio
38. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hick's Law
Convergence
Law of Pragnanz
Top- Down Lighting Bias
39. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Satisficing
Classical Conditioning
Five Hat Racks
Mental Model
40. The usability of a system is improved when similar parts are expressed in similar ways.
Legibility
Fibonacci Sequence
Rosenthal Effect
Consistency
41. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Affordance
Inverted Pyramid
Hick's Law
42. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hierarchy of Needs (Design)
Depth of Processing
Constraint
Wayfinding
43. A property in which a form is made up of parts similar to the whole or to one another.
Life Cycle
Errors
Inverted Pyramid
Self- similarity
44. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Legibility
Iconic Representation
Prospect-Refuge
45. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Garbage In - Garbage Out
Constancy
Uniform Connectedness
Storytelling
46. 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.
Confirmation
Good Continuation
Mnemonic Device
Similarity
47. 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.
Figure-Ground Relationship
Redundancy
Maslow's Hierarchy of Needs
Immersion
48. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Fibonacci Sequence
Entry Point
Common Fate
49. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Life Cycle
Highlighting
Inverted Pyramid
Constancy
50. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Classical Conditioning
Threat detection
Baby-Face Bias
Most Average Facial Appearance Effect