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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 creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Similarity
Gutenberg Diagram
Storytelling
Savanna Preference
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Rule of Thirds
Interference Effects
Good Continuation
Iteration
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Self- similarity
Satisficing
Classical Conditioning
Picture Superiority Effect
4. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Cognitive Dissonance
Hick's Law
Attractiveness Bias
Forgiveness
5. An attribute of an object that allows people to intuitively know how to use it
Feedback Loop
Iteration
Affordance
Readability
6. The process of using spatial and environmental information to navigate to a destination.
Hierarchy of Needs (Design)
Mnemonic Device
Wayfinding
Errors
7. 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?)
Archetype
Halo Effect
Chunking
Cost-Benefit
8. 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.
Waist to Hip Ratio
Golden Ratio
Hierarchy
Prototyping
9. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Mnemonic Device
Halo Effect
Law of Pragnanz
10. An action or ommission of action yielding an unintended result.
Threat detection
Legibility
Common Fate
Errors
11. 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.
Expectation Effect
Archetype
Redundancy
Prototyping
12. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Threat detection
Scaling Fallacy
Legibility
Von Restorff Effect
13. 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.
Convergence
Attractiveness Bias
Modularity
Mapping
14. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Closure
Constraint
Progressive Disclosure
Most Average Facial Appearance Effect
15. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Forgiveness
Weakest Link
Three- Dimensional Projection
Factor of Safety
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
Highlighting
Self- similarity
Satisficing
17. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Archetype
Legibility
Face- ism Ratio
Form Follows Function
18. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Entry Point
Consistency
Good Continuation
19. 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
Symmetry
Convergence
20. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Fitts' Law
Orientation Sensitivity
Hierarchy
Cognitive Dissonance
21. Elements that are similar are perceived to be more related than elements that are dissimilar.
Hick's Law
Factor of Safety
Similarity
Top- Down Lighting Bias
22. A process in which similar characteristics evolve independently in multiple systems.
Most Average Facial Appearance Effect
Errors
Interference Effects
Convergence
23. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Demand Characteristics
Archetype
Hierarchy
24. A technique that influences decision making and judgement by manipulating the way information is presented.
Confirmation
Framing
Threat detection
Iteration
25. The time required to move to a target is a function of the target size and distance to the target.
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26. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Control
Operant Conditioning
Good Continuation
Five Hat Racks
27. The debgree to which prose can be understood - based on the complexity of words and sentences.
Factor of Safety
Framing
Maslow's Hierarchy of Needs
Readability
28. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Iconic Representation
Readability
Classical Conditioning
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Interference Effects
Weakest Link
Picture Superiority Effect
Factor of Safety
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Symmetry
Constraint
Garbage In - Garbage Out
31. 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
Readability
Consistency
Highlighting
Common Fate
32. A sequence of numbers in which each number is the sum of the preceding two.
Inverted Pyramid
Most Average Facial Appearance Effect
Framing
Fibonacci Sequence
33. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Satisficing
Constraint
Uncertainty Principle
Factor of Safety
34. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Accessibility
Similarity
Hawthorne Effect
Prospect-Refuge
35. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Good Continuation
Threat detection
Layering
Von Restorff Effect
36. Memory for recognizing things is better than memory for recalling things.
Golden Ratio
Constancy
Entry Point
Recognition over recall
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Storytelling
Mimicry
Hierarchy
Depth of Processing
38. 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.
Hierarchy of Needs (Design)
Shaping
Waist to Hip Ratio
Alignment
39. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Alignment
Hierarchy
Mapping
Law of Pragnanz
40. A technique for bringing attention to an area of text or image.
Highlighting
Classical Conditioning
Expectation Effect
Readability
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Constancy
Three- Dimensional Projection
Maslow's Hierarchy of Needs
Entry Point
42. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Defensible Space
Symmetry
Threat detection
43. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Five Hat Racks
Law of Pragnanz
Rule of Thirds
44. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Highlighting
Affordance
Rule of Thirds
Forgiveness
45. 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.
Symmetry
Most Average Facial Appearance Effect
Chunking
Uncertainty Principle
46. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Visibility
Convergence
Constancy
47. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Prototyping
Top- Down Lighting Bias
Law of Pragnanz
Classical Conditioning
48. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Rosenthal Effect
Comparison
Orientation Sensitivity
Placebo effect
49. 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.
Structural Forms
Serial Position Effects
Wayfinding
Exposure Effect
50. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Development Cycle
Ockham's Razor
Depth of Processing