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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. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Garbage In - Garbage Out
Attractiveness Bias
2. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Symmetry
Gutenberg Diagram
Chunking
3. A process in which similar characteristics evolve independently in multiple systems.
Uniform Connectedness
Rule of Thirds
Self- similarity
Convergence
4. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Threat detection
Accessibility
Exposure Effect
Orientation Sensitivity
5. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Recognition over recall
Comparison
Good Continuation
6. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Similarity
Prototyping
Mnemonic Device
7. 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
Alignment
Hick's Law
Constancy
8. A property of visual equivalence among elements in a form.
Hierarchy of Needs (Design)
Symmetry
Closure
Flexibility-Usability Tradeoff
9. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Mimicry
Structural Forms
Scaling Fallacy
Confirmation
10. 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.
Visibility
Redundancy
Three- Dimensional Projection
Errors
11. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Structural Forms
Serial Position Effects
Framing
12. A method of limiting the actions that can be performed on a system.
Form Follows Function
Similarity
Rule of Thirds
Constraint
13. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Good Continuation
Attractiveness Bias
Figure-Ground Relationship
14. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Exposure Effect
Law of Pragnanz
Prototyping
Fibonacci Sequence
15. Pictures are remembered better than words.
Visibility
Modularity
Interference Effects
Picture Superiority Effect
16. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Most Average Facial Appearance Effect
Classical Conditioning
Common Fate
17. Memory for recognizing things is better than memory for recalling things.
Ockham's Razor
Recognition over recall
80/20 Rule
Redundancy
18. 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.
Pygmalion Effect
Mimicry
Closure
Chunking
19. 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.
Control
Serial Position Effects
Iconic Representation
Prospect-Refuge
20. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Gutenberg Diagram
Mental Model
Scaling Fallacy
Von Restorff Effect
21. 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)
Mental Model
Cognitive Dissonance
Prospect-Refuge
22. The time required to move to a target is a function of the target size and distance to the target.
23. The debgree to which prose can be understood - based on the complexity of words and sentences.
Hierarchy
Shaping
Readability
Consistency
24. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
25. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Expectation Effect
Similarity
Forgiveness
Consistency
26. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Picture Superiority Effect
Wayfinding
Similarity
Entry Point
27. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Garbage In - Garbage Out
Progressive Disclosure
Threat detection
Placebo effect
28. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Confirmation
Chunking
Archetype
Immersion
29. A sequence of numbers in which each number is the sum of the preceding two.
Modularity
Fibonacci Sequence
Serial Position Effects
Satisficing
30. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Attractiveness Bias
Layering
Uncertainty Principle
Baby-Face Bias
31. An action or ommission of action yielding an unintended result.
Iteration
Wayfinding
Errors
Mental Model
32. The usability of a system is improved when its status and methods of use are clearly visible.
Mnemonic Device
Visibility
Inverted Pyramid
Modularity
33. The tendency for people to perform better or worse based on the expectations of another.
Legibility
Pygmalion Effect
Baby-Face Bias
Garbage In - Garbage Out
34. 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
Operant Conditioning
Wayfinding
Comparison
35. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Attractiveness Bias
Interference Effects
Ockham's Razor
Hierarchy of Needs (Design)
36. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Weakest Link
Hick's Law
Fibonacci Sequence
Uncertainty Principle
37. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Readability
Hierarchy of Needs (Design)
Five Hat Racks
38. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Rosenthal Effect
Hierarchy
Most Average Facial Appearance Effect
Mental Model
39. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Iteration
Factor of Safety
Affordance
Exposure Effect
40. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Three- Dimensional Projection
Layering
Mapping
Legibility
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Ockham's Razor
Similarity
Hierarchy
Three- Dimensional Projection
42. 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)
Mental Model
Satisficing
Scaling Fallacy
Layering
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Mental Model
Iconic Representation
Modularity
Life Cycle
44. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Weakest Link
Legibility
Figure-Ground Relationship
Affordance
45. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Top- Down Lighting Bias
Uniform Connectedness
Closure
46. A process of repeating a set of operation until a specific result is achieved.
Accessibility
Rule of Thirds
Iteration
Hick's Law
47. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Hawthorne Effect
Progressive Disclosure
Fibonacci Sequence
Shaping
48. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Constancy
Legibility
Exposure Effect
Rule of Thirds
49. A property in which a form is made up of parts similar to the whole or to one another.
Closure
Self- similarity
Operant Conditioning
Defensible Space
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Fitts' Law
Halo Effect
Confirmation