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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.
Affordance
Legibility
Proximity
Waist to Hip Ratio
2. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Face- ism Ratio
Law of Pragnanz
Similarity
3. 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.
Face- ism Ratio
Modularity
Satisficing
Chunking
4. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Shaping
Von Restorff Effect
Serial Position Effects
Form Follows Function
5. An attribute of an object that allows people to intuitively know how to use it
Flexibility-Usability Tradeoff
Affordance
Signal- to- Noise Ratio
Weakest Link
6. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Exposure Effect
Wayfinding
Layering
Highlighting
7. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Figure-Ground Relationship
Picture Superiority Effect
Face- ism Ratio
Prospect-Refuge
8. The usability of a system is improved when its status and methods of use are clearly visible.
Maslow's Hierarchy of Needs
Orientation Sensitivity
Serial Position Effects
Visibility
9. A method of limiting the actions that can be performed on a system.
Comparison
Common Fate
Constraint
Demand Characteristics
10. A process in which similar characteristics evolve independently in multiple systems.
Exposure Effect
Convergence
Errors
Immersion
11. A technique for bringing attention to an area of text or image.
Highlighting
Mnemonic Device
Closure
Recognition over recall
12. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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13. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Normal Distribution
Comparison
Cognitive Dissonance
Affordance
14. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prospect-Refuge
Classical Conditioning
Cognitive Dissonance
Halo Effect
15. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hierarchy of Needs (Design)
Accessibility
Wayfinding
Exposure Effect
16. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Interference Effects
Highlighting
Progressive Disclosure
17. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Legibility
Mimicry
Chunking
Interference Effects
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Law of Pragnanz
Iconic Representation
Rosenthal Effect
Cognitive Dissonance
19. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Garbage In - Garbage Out
Comparison
Signal- to- Noise Ratio
Rule of Thirds
20. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Three- Dimensional Projection
Mnemonic Device
Development Cycle
Inverted Pyramid
21. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Archetype
Most Average Facial Appearance Effect
Structural Forms
22. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Performance vs. Preference
Cognitive Dissonance
Placebo effect
23. An original model on which something is patterned
Constraint
Mapping
Archetype
Fitts' Law
24. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Development Cycle
Mnemonic Device
Visibility
Classical Conditioning
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Rule of Thirds
Demand Characteristics
Fibonacci Sequence
Archetype
26. The time it takes to make a decision increases as the number of alternatives increases.
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27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Common Fate
Errors
Prototyping
Development Cycle
28. Elements that are close together are percieved to be more related than elements that are farther apart.
Normal Distribution
Iconic Representation
Modularity
Proximity
29. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Figure-Ground Relationship
Mapping
Interference Effects
30. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Prototyping
Structural Forms
Operant Conditioning
Mimicry
31. 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
Constancy
Common Fate
Constraint
Von Restorff Effect
32. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Top- Down Lighting Bias
Errors
Figure-Ground Relationship
Uncertainty Principle
33. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Serial Position Effects
Recognition over recall
Control
34. The time required to move to a target is a function of the target size and distance to the target.
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35. 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
Immersion
Constraint
Proximity
36. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Pygmalion Effect
Structural Forms
Most Average Facial Appearance Effect
37. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Three- Dimensional Projection
Hierarchy
Uncertainty Principle
Golden Ratio
38. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Exposure Effect
Figure-Ground Relationship
Cost-Benefit
Framing
39. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Golden Ratio
Law of Pragnanz
Uniform Connectedness
Hierarchy
40. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Constraint
Attractiveness Bias
Legibility
Performance Load
41. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Mapping
Performance Load
Law of Pragnanz
Satisficing
42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Defensible Space
Performance Load
Form Follows Function
Common Fate
43. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Waist to Hip Ratio
Orientation Sensitivity
Confirmation
Rosenthal Effect
44. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Gutenberg Diagram
Alignment
Forgiveness
Iconic Representation
45. 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.
Symmetry
Picture Superiority Effect
Chunking
Good Continuation
46. 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.
Von Restorff Effect
Hierarchy of Needs (Design)
Readability
Fitts' Law
47. 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
Common Fate
Highlighting
Pygmalion Effect
48. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Iconic Representation
Mapping
Structural Forms
Mnemonic Device
49. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Good Continuation
Gutenberg Diagram
Classical Conditioning
Operant Conditioning
50. 80% of the effects generated by any large system are caused by 20% of the variables.
Chunking
80/20 Rule
Scaling Fallacy
Hawthorne Effect