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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. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Signal- to- Noise Ratio
Top- Down Lighting Bias
Von Restorff Effect
2. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Factor of Safety
Form Follows Function
Performance Load
3. The tendency for people to perform better or worse based on the expectations of another.
Ockham's Razor
Rosenthal Effect
Exposure Effect
Pygmalion Effect
4. 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.
Waist to Hip Ratio
Chunking
Serial Position Effects
Constraint
5. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Law of Pragnanz
Constraint
Factor of Safety
6. 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
Accessibility
Figure-Ground Relationship
Orientation Sensitivity
7. A property in which a form is made up of parts similar to the whole or to one another.
Most Average Facial Appearance Effect
Self- similarity
Cognitive Dissonance
Waist to Hip Ratio
8. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Good Continuation
Five Hat Racks
Demand Characteristics
Von Restorff Effect
9. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Common Fate
Feedback Loop
Errors
10. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Interference Effects
Face- ism Ratio
Readability
Control
11. 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)
Five Hat Racks
Scaling Fallacy
Readability
Consistency
12. 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.
Figure-Ground Relationship
Rosenthal Effect
Mapping
Waist to Hip Ratio
13. A technique for bringing attention to an area of text or image.
80/20 Rule
Prospect-Refuge
Symmetry
Highlighting
14. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Form Follows Function
Proximity
Life Cycle
Weakest Link
15. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Five Hat Racks
Mental Model
Chunking
Legibility
16. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
17. The tendency for people to behave differently when they know they are being studied
Mental Model
Performance vs. Preference
Hawthorne Effect
Wayfinding
18. People understand and interact with systems and environments based on mental representations developed from experience.
Von Restorff Effect
Mental Model
Cost-Benefit
Development Cycle
19. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Hawthorne Effect
Constancy
Hierarchy of Needs (Design)
Rule of Thirds
20. 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.
Redundancy
Accessibility
Feedback Loop
Flexibility-Usability Tradeoff
21. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Threat detection
Garbage In - Garbage Out
Placebo effect
22. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Figure-Ground Relationship
Gutenberg Diagram
Threat detection
Alignment
23. Elements that are close together are percieved to be more related than elements that are farther apart.
Confirmation
Signal- to- Noise Ratio
Defensible Space
Proximity
24. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Hierarchy
Structural Forms
Interference Effects
Most Average Facial Appearance Effect
25. 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
Hick's Law
Chunking
Convergence
26. Memory for recognizing things is better than memory for recalling things.
Halo Effect
Recognition over recall
Visibility
Garbage In - Garbage Out
27. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Orientation Sensitivity
Normal Distribution
Von Restorff Effect
Ockham's Razor
28. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Wayfinding
Uncertainty Principle
Cognitive Dissonance
29. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Ockham's Razor
Control
Threat detection
Wayfinding
30. An action or ommission of action yielding an unintended result.
Errors
Framing
Storytelling
Inverted Pyramid
31. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Modularity
Threat detection
Confirmation
32. A method of limiting the actions that can be performed on a system.
Symmetry
Consistency
Constraint
Classical Conditioning
33. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Common Fate
Readability
Factor of Safety
Operant Conditioning
34. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Prototyping
Ockham's Razor
Prospect-Refuge
35. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Highlighting
Entry Point
Self- similarity
36. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Fitts' Law
Structural Forms
Immersion
Uncertainty Principle
37. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Three- Dimensional Projection
Depth of Processing
Forgiveness
Storytelling
38. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Self- similarity
Alignment
Closure
Operant Conditioning
39. The debgree to which prose can be understood - based on the complexity of words and sentences.
Interference Effects
Accessibility
Readability
Demand Characteristics
40. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Normal Distribution
Life Cycle
Top- Down Lighting Bias
Fitts' Law
41. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Performance Load
Storytelling
Satisficing
Flexibility-Usability Tradeoff
42. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Common Fate
Development Cycle
Inverted Pyramid
43. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Entry Point
Comparison
Mental Model
Iconic Representation
44. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Top- Down Lighting Bias
Defensible Space
Satisficing
Signal- to- Noise Ratio
45. The usability of a system is improved when its status and methods of use are clearly visible.
Common Fate
Iconic Representation
Law of Pragnanz
Visibility
46. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Expectation Effect
Chunking
Operant Conditioning
Picture Superiority Effect
47. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
80/20 Rule
Factor of Safety
Weakest Link
48. 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.
Affordance
Savanna Preference
Interference Effects
Face- ism Ratio
49. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Five Hat Racks
Cognitive Dissonance
Maslow's Hierarchy of Needs
50. Teachers treat students differently based on their expectations of how students will perform.
Prototyping
Interference Effects
Serial Position Effects
Rosenthal Effect