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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.
Classical Conditioning
Hierarchy
Inverted Pyramid
Performance Load
2. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Gutenberg Diagram
Highlighting
Placebo effect
3. 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
Rule of Thirds
Mnemonic Device
Common Fate
Mental Model
4. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Errors
Von Restorff Effect
Form Follows Function
5. A process in which similar characteristics evolve independently in multiple systems.
Satisficing
Savanna Preference
Convergence
Rule of Thirds
6. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Savanna Preference
Wayfinding
Halo Effect
7. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Defensible Space
Hierarchy
Hawthorne Effect
Normal Distribution
8. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Constancy
Common Fate
Depth of Processing
Life Cycle
9. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Signal- to- Noise Ratio
Wayfinding
Confirmation
10. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Satisficing
Immersion
Factor of Safety
Storytelling
11. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Inverted Pyramid
Ockham's Razor
Cognitive Dissonance
Operant Conditioning
12. 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
Operant Conditioning
Interference Effects
Entry Point
13. Patients experience treatment effects based on their belief that a treatment will work.
Mnemonic Device
Closure
Signal- to- Noise Ratio
Placebo effect
14. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Garbage In - Garbage Out
Development Cycle
Maslow's Hierarchy of Needs
15. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Modularity
Figure-Ground Relationship
Interference Effects
16. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Inverted Pyramid
Closure
Satisficing
Three- Dimensional Projection
17. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Proximity
Hawthorne Effect
Entry Point
Prototyping
18. 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.
Feedback Loop
Legibility
Good Continuation
Modularity
19. A technique that influences decision making and judgement by manipulating the way information is presented.
Highlighting
Von Restorff Effect
Framing
Halo Effect
20. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Factor of Safety
Five Hat Racks
Closure
Weakest Link
21. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Symmetry
Face- ism Ratio
Hierarchy
Visibility
22. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Archetype
Hawthorne Effect
Classical Conditioning
Recognition over recall
23. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Normal Distribution
Golden Ratio
Inverted Pyramid
Hick's Law
24. A technique for bringing attention to an area of text or image.
Ockham's Razor
Highlighting
Hawthorne Effect
Feedback Loop
25. 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
Confirmation
Accessibility
26. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Life Cycle
Golden Ratio
Similarity
27. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Pygmalion Effect
Feedback Loop
Top- Down Lighting Bias
28. People understand and interact with systems and environments based on mental representations developed from experience.
Orientation Sensitivity
Savanna Preference
Mental Model
Fibonacci Sequence
29. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Similarity
Prototyping
Structural Forms
Most Average Facial Appearance Effect
30. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Shaping
Orientation Sensitivity
Performance vs. Preference
Classical Conditioning
31. A ratio within the elements of a form - such as height to width - approximating 0.618.
Performance Load
Rule of Thirds
Golden Ratio
Factor of Safety
32. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Gutenberg Diagram
Classical Conditioning
Progressive Disclosure
Orientation Sensitivity
33. 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)
Entry Point
Scaling Fallacy
Storytelling
Mapping
34. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Satisficing
Layering
Waist to Hip Ratio
Hierarchy of Needs (Design)
35. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Common Fate
Consistency
Uniform Connectedness
36. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Constancy
Scaling Fallacy
Self- similarity
37. Pictures are remembered better than words.
Garbage In - Garbage Out
Legibility
Three- Dimensional Projection
Picture Superiority Effect
38. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Constancy
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
39. The time required to move to a target is a function of the target size and distance to the target.
40. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Form Follows Function
Framing
Comparison
41. 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.
Figure-Ground Relationship
Legibility
Serial Position Effects
Waist to Hip Ratio
42. An action or ommission of action yielding an unintended result.
Errors
Pygmalion Effect
Operant Conditioning
Entry Point
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Cognitive Dissonance
Performance Load
Accessibility
44. The time it takes to make a decision increases as the number of alternatives increases.
45. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Exposure Effect
Archetype
Attractiveness Bias
46. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Performance Load
Factor of Safety
Alignment
47. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Operant Conditioning
Prospect-Refuge
Factor of Safety
Scaling Fallacy
48. 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.
Hawthorne Effect
Feedback Loop
Hierarchy of Needs (Design)
Constancy
49. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Wayfinding
Face- ism Ratio
Exposure Effect
Interference Effects
50. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Feedback Loop
Mental Model
Cost-Benefit