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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 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
Iteration
Garbage In - Garbage Out
Comparison
2. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Mimicry
Rule of Thirds
Progressive Disclosure
3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Golden Ratio
Uncertainty Principle
Picture Superiority Effect
Legibility
4. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Symmetry
Signal- to- Noise Ratio
Wayfinding
Entry Point
5. 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?)
Inverted Pyramid
Most Average Facial Appearance Effect
Cost-Benefit
Signal- to- Noise Ratio
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Recognition over recall
Visibility
Accessibility
7. A property in which a form is made up of parts similar to the whole or to one another.
Consistency
Self- similarity
Layering
Similarity
8. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Rosenthal Effect
Alignment
Rule of Thirds
9. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Progressive Disclosure
Hierarchy
Mnemonic Device
10. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mimicry
Readability
Performance vs. Preference
Waist to Hip Ratio
11. 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.
Factor of Safety
Good Continuation
Highlighting
Most Average Facial Appearance Effect
12. Memory for recognizing things is better than memory for recalling things.
Archetype
Iteration
Recognition over recall
Von Restorff Effect
13. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Closure
Operant Conditioning
Consistency
Most Average Facial Appearance Effect
14. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Mnemonic Device
Framing
Rule of Thirds
Forgiveness
15. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Classical Conditioning
Pygmalion Effect
Orientation Sensitivity
Shaping
16. 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
Iconic Representation
Common Fate
Alignment
Chunking
17. A method of limiting the actions that can be performed on a system.
Waist to Hip Ratio
Constraint
Ockham's Razor
Gutenberg Diagram
18. The time it takes to make a decision increases as the number of alternatives increases.
19. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Uncertainty Principle
Shaping
Maslow's Hierarchy of Needs
Weakest Link
20. Elements that are similar are perceived to be more related than elements that are dissimilar.
Chunking
Similarity
Mapping
Legibility
21. As the flexiblity of a system increases - its usability decreases.
Common Fate
Classical Conditioning
Mimicry
Flexibility-Usability Tradeoff
22. A sequence of numbers in which each number is the sum of the preceding two.
Constraint
Structural Forms
Fibonacci Sequence
Scaling Fallacy
23. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Depth of Processing
Halo Effect
Hierarchy
Serial Position Effects
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hierarchy
Iconic Representation
Control
Cognitive Dissonance
25. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Mapping
Serial Position Effects
Iteration
Forgiveness
26. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Most Average Facial Appearance Effect
Defensible Space
Classical Conditioning
Fitts' Law
27. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Picture Superiority Effect
Factor of Safety
Inverted Pyramid
Most Average Facial Appearance Effect
28. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Hick's Law
Flexibility-Usability Tradeoff
Performance Load
Prototyping
29. 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.
Defensible Space
Redundancy
Uncertainty Principle
Control
30. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Layering
Mimicry
Signal- to- Noise Ratio
31. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Life Cycle
Modularity
Normal Distribution
Hick's Law
32. 80% of the effects generated by any large system are caused by 20% of the variables.
Affordance
Ockham's Razor
80/20 Rule
Modularity
33. 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.
Exposure Effect
Mapping
Prospect-Refuge
Defensible Space
34. The tendency for people to perform better or worse based on the expectations of another.
Legibility
Pygmalion Effect
Inverted Pyramid
Immersion
35. A technique that influences decision making and judgement by manipulating the way information is presented.
Errors
Framing
Hawthorne Effect
Serial Position Effects
36. The usability of a system is improved when its status and methods of use are clearly visible.
Consistency
Factor of Safety
Visibility
Cost-Benefit
37. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Performance vs. Preference
Accessibility
Proximity
38. 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.
Alignment
Face- ism Ratio
Errors
Savanna Preference
39. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Framing
Exposure Effect
Mental Model
Interference Effects
40. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Visibility
Iteration
Progressive Disclosure
41. 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
Most Average Facial Appearance Effect
Readability
Placebo effect
42. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Satisficing
Common Fate
Prototyping
Mnemonic Device
43. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Savanna Preference
Cognitive Dissonance
Entry Point
Weakest Link
44. 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.
Interference Effects
Serial Position Effects
Fibonacci Sequence
Errors
45. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Golden Ratio
Rosenthal Effect
Progressive Disclosure
Exposure Effect
46. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Figure-Ground Relationship
Mental Model
Hierarchy
Immersion
47. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Mapping
Uniform Connectedness
Rosenthal Effect
Gutenberg Diagram
48. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Structural Forms
Figure-Ground Relationship
Layering
Immersion
49. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Weakest Link
Shaping
Von Restorff Effect
50. Elements that are close together are percieved to be more related than elements that are farther apart.
Normal Distribution
Constancy
Threat detection
Proximity