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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
Good Continuation
Common Fate
Iteration
Hawthorne Effect
2. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Placebo effect
Chunking
Demand Characteristics
3. A sequence of numbers in which each number is the sum of the preceding two.
Normal Distribution
Operant Conditioning
Readability
Fibonacci Sequence
4. A technique for bringing attention to an area of text or image.
Golden Ratio
Factor of Safety
Highlighting
Flexibility-Usability Tradeoff
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?)
Waist to Hip Ratio
Symmetry
Cost-Benefit
Flexibility-Usability Tradeoff
6. 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)
Demand Characteristics
Scaling Fallacy
Uncertainty Principle
Layering
7. A process of repeating a set of operation until a specific result is achieved.
Constancy
Mnemonic Device
Iteration
Legibility
8. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Defensible Space
Rosenthal Effect
Convergence
9. Pictures are remembered better than words.
Mnemonic Device
Performance Load
Picture Superiority Effect
Chunking
10. A method of limiting the actions that can be performed on a system.
Scaling Fallacy
Constraint
Von Restorff Effect
Hierarchy
11. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Three- Dimensional Projection
Figure-Ground Relationship
Baby-Face Bias
Five Hat Racks
12. As the flexiblity of a system increases - its usability decreases.
Scaling Fallacy
Highlighting
Flexibility-Usability Tradeoff
Operant Conditioning
13. The relative ease with which a destination - idea - or concept may be reached.
Cognitive Dissonance
Expectation Effect
Wayfinding
Accessibility
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Performance Load
Five Hat Racks
Gutenberg Diagram
Progressive Disclosure
15. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
16. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Good Continuation
Constancy
Von Restorff Effect
Closure
17. 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
Orientation Sensitivity
Storytelling
Flexibility-Usability Tradeoff
18. The debgree to which prose can be understood - based on the complexity of words and sentences.
Redundancy
Readability
Highlighting
Storytelling
19. An action or ommission of action yielding an unintended result.
Maslow's Hierarchy of Needs
Errors
Entry Point
Closure
20. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Modularity
Immersion
Forgiveness
Feedback Loop
21. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Comparison
Mnemonic Device
Classical Conditioning
Iconic Representation
22. Memory for recognizing things is better than memory for recalling things.
Form Follows Function
Halo Effect
Von Restorff Effect
Recognition over recall
23. 80% of the effects generated by any large system are caused by 20% of the variables.
Redundancy
Factor of Safety
Signal- to- Noise Ratio
80/20 Rule
24. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Maslow's Hierarchy of Needs
Symmetry
Accessibility
Progressive Disclosure
25. A process in which similar characteristics evolve independently in multiple systems.
Face- ism Ratio
Pygmalion Effect
Defensible Space
Convergence
26. The usability of a system is improved when similar parts are expressed in similar ways.
Pygmalion Effect
Forgiveness
Chunking
Consistency
27. The quality of system output is dependent on the quality of system input.
Control
Demand Characteristics
Development Cycle
Garbage In - Garbage Out
28. 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.
Good Continuation
Interference Effects
Hawthorne Effect
Constancy
29. The tendency for people to perform better or worse based on the expectations of another.
Weakest Link
Performance Load
Pygmalion Effect
Symmetry
30. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Form Follows Function
Normal Distribution
Signal- to- Noise Ratio
Fitts' Law
31. 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.
Serial Position Effects
Chunking
Consistency
Five Hat Racks
32. A property in which a form is made up of parts similar to the whole or to one another.
Interference Effects
Maslow's Hierarchy of Needs
Self- similarity
Convergence
33. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Flexibility-Usability Tradeoff
Uncertainty Principle
Iconic Representation
Top- Down Lighting Bias
34. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Signal- to- Noise Ratio
Classical Conditioning
Savanna Preference
35. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Law of Pragnanz
Development Cycle
Mimicry
Symmetry
36. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Exposure Effect
Depth of Processing
Prototyping
Accessibility
37. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Good Continuation
Performance vs. Preference
Performance Load
Law of Pragnanz
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Prospect-Refuge
Garbage In - Garbage Out
Modularity
Comparison
39. 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.
Fibonacci Sequence
Waist to Hip Ratio
Golden Ratio
Forgiveness
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Five Hat Racks
Storytelling
Highlighting
Threat detection
41. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Chunking
Symmetry
Exposure Effect
Forgiveness
42. A ratio within the elements of a form - such as height to width - approximating 0.618.
Flexibility-Usability Tradeoff
Golden Ratio
Comparison
Redundancy
43. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Maslow's Hierarchy of Needs
Mimicry
Uncertainty Principle
Constancy
44. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Storytelling
Closure
Law of Pragnanz
Hierarchy
45. The time required to move to a target is a function of the target size and distance to the target.
46. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mental Model
Exposure Effect
Classical Conditioning
Similarity
47. 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.
Immersion
Cognitive Dissonance
Placebo effect
Serial Position Effects
48. 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.
Consistency
Redundancy
Feedback Loop
Figure-Ground Relationship
49. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Figure-Ground Relationship
Hierarchy
Ockham's Razor
Defensible Space
50. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Immersion
Maslow's Hierarchy of Needs
Classical Conditioning
Figure-Ground Relationship