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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 Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Top- Down Lighting Bias
Common Fate
Structural Forms
Feedback Loop
2. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Most Average Facial Appearance Effect
Errors
Prototyping
Closure
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Progressive Disclosure
Entry Point
Mnemonic Device
Most Average Facial Appearance Effect
4. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Mental Model
Layering
Development Cycle
5. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Inverted Pyramid
Constancy
Attractiveness Bias
6. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Signal- to- Noise Ratio
Top- Down Lighting Bias
Modularity
7. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Archetype
Rule of Thirds
Forgiveness
Constraint
8. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy of Needs (Design)
Five Hat Racks
Scaling Fallacy
Operant Conditioning
9. The time it takes to make a decision increases as the number of alternatives increases.
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10. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy of Needs (Design)
Structural Forms
Hierarchy
Comparison
11. 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?)
Normal Distribution
Cost-Benefit
Attractiveness Bias
Shaping
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)
Wayfinding
Scaling Fallacy
Forgiveness
Mimicry
13. A process in which similar characteristics evolve independently in multiple systems.
Chunking
Archetype
Convergence
Immersion
14. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Three- Dimensional Projection
Uncertainty Principle
Feedback Loop
Prototyping
15. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Redundancy
Savanna Preference
Defensible Space
Hick's Law
16. The tendency for people to perform better or worse based on the expectations of another.
Chunking
Pygmalion Effect
Feedback Loop
Shaping
17. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Maslow's Hierarchy of Needs
Ockham's Razor
Form Follows Function
Good Continuation
18. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
80/20 Rule
Serial Position Effects
Classical Conditioning
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Iteration
Errors
Control
Performance Load
20. 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)
Good Continuation
Demand Characteristics
Structural Forms
21. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Proximity
Prospect-Refuge
Form Follows Function
Top- Down Lighting Bias
22. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Interference Effects
Hick's Law
Halo Effect
Hierarchy
23. Patients experience treatment effects based on their belief that a treatment will work.
Serial Position Effects
Placebo effect
Convergence
Most Average Facial Appearance Effect
24. A method of limiting the actions that can be performed on a system.
Demand Characteristics
Performance vs. Preference
Constraint
Hawthorne Effect
25. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Von Restorff Effect
Signal- to- Noise Ratio
Factor of Safety
Iconic Representation
26. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Maslow's Hierarchy of Needs
Interference Effects
Forgiveness
Modularity
27. A property in which a form is made up of parts similar to the whole or to one another.
Garbage In - Garbage Out
Feedback Loop
Mimicry
Self- similarity
28. 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.
Rosenthal Effect
Performance Load
Mapping
Classical Conditioning
29. 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
Interference Effects
Fitts' Law
Normal Distribution
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Placebo effect
Errors
Fitts' Law
31. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Gutenberg Diagram
Cognitive Dissonance
Rosenthal Effect
Garbage In - Garbage Out
32. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hawthorne Effect
Depth of Processing
Picture Superiority Effect
Interference Effects
33. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Good Continuation
Rule of Thirds
Structural Forms
Modularity
34. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rosenthal Effect
Consistency
Halo Effect
Rule of Thirds
35. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Legibility
Mapping
Cost-Benefit
36. 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
Proximity
Common Fate
Performance vs. Preference
37. A property of visual equivalence among elements in a form.
Symmetry
Comparison
Form Follows Function
Classical Conditioning
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Hierarchy
Performance vs. Preference
Proximity
Depth of Processing
39. The quality of system output is dependent on the quality of system input.
Storytelling
Inverted Pyramid
Depth of Processing
Garbage In - Garbage Out
40. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Mental Model
Garbage In - Garbage Out
Archetype
41. People understand and interact with systems and environments based on mental representations developed from experience.
Cost-Benefit
Mental Model
Confirmation
Gutenberg Diagram
42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Classical Conditioning
Figure-Ground Relationship
Hierarchy
Performance Load
43. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Comparison
Chunking
Weakest Link
Symmetry
44. A process of repeating a set of operation until a specific result is achieved.
Weakest Link
Iteration
Waist to Hip Ratio
Structural Forms
45. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Comparison
Shaping
Development Cycle
Entry Point
46. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Framing
Modularity
Layering
Feedback Loop
47. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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48. The time required to move to a target is a function of the target size and distance to the target.
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49. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Symmetry
Comparison
Fitts' Law
Signal- to- Noise Ratio
50. 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.
80/20 Rule
Framing
Alignment
Savanna Preference