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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 strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Affordance
Symmetry
Performance vs. Preference
Progressive Disclosure
2. Elements that are similar are perceived to be more related than elements that are dissimilar.
Fitts' Law
Similarity
Depth of Processing
Self- similarity
3. 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
Affordance
Fitts' Law
Serial Position Effects
4. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Accessibility
Rule of Thirds
80/20 Rule
Most Average Facial Appearance Effect
5. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
80/20 Rule
Iconic Representation
Operant Conditioning
Hawthorne Effect
6. Memory for recognizing things is better than memory for recalling things.
Proximity
Recognition over recall
Progressive Disclosure
Highlighting
7. The time it takes to make a decision increases as the number of alternatives increases.
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Immersion
Classical Conditioning
Development Cycle
Closure
9. The tendency for people to perform better or worse based on the expectations of another.
Shaping
Weakest Link
Pygmalion Effect
Readability
10. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Convergence
Highlighting
Most Average Facial Appearance Effect
Five Hat Racks
11. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Iconic Representation
Exposure Effect
Threat detection
12. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
80/20 Rule
Expectation Effect
Prototyping
13. The usability of a system is improved when its status and methods of use are clearly visible.
Archetype
Visibility
Attractiveness Bias
Alignment
14. 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.
Signal- to- Noise Ratio
Similarity
Rule of Thirds
Savanna Preference
15. 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
Iconic Representation
Visibility
Constancy
16. Given a choice between functionally equivalent designs - the simplest design should be selected.
17. A method of limiting the actions that can be performed on a system.
Figure-Ground Relationship
Expectation Effect
Symmetry
Constraint
18. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Constancy
Proximity
Fitts' Law
Structural Forms
19. A ratio within the elements of a form - such as height to width - approximating 0.618.
Orientation Sensitivity
Hierarchy
Closure
Golden Ratio
20. 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.
Five Hat Racks
Expectation Effect
Factor of Safety
Serial Position Effects
21. The time required to move to a target is a function of the target size and distance to the target.
22. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Wayfinding
Serial Position Effects
Forgiveness
Normal Distribution
23. 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
Errors
Hawthorne Effect
Affordance
24. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
80/20 Rule
Form Follows Function
Savanna Preference
Constancy
25. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Recognition over recall
Interference Effects
Visibility
Fibonacci Sequence
26. 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.
Orientation Sensitivity
Hierarchy of Needs (Design)
Highlighting
Feedback Loop
27. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Prototyping
Fibonacci Sequence
Modularity
Five Hat Racks
28. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Waist to Hip Ratio
Figure-Ground Relationship
Prototyping
Common Fate
29. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Legibility
Threat detection
Cognitive Dissonance
Mimicry
30. The use of pictorial images to improve the recognition and recall of signs and controls.
Modularity
Iconic Representation
Recognition over recall
Mimicry
31. 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.)
Storytelling
Performance vs. Preference
Expectation Effect
Demand Characteristics
32. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Uncertainty Principle
Alignment
Gutenberg Diagram
Mental Model
33. The tendency for people to behave differently when they know they are being studied
Weakest Link
Serial Position Effects
Hawthorne Effect
Maslow's Hierarchy of Needs
34. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Threat detection
Uncertainty Principle
Accessibility
Inverted Pyramid
35. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Chunking
Prototyping
Wayfinding
Forgiveness
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Attractiveness Bias
Immersion
Performance vs. Preference
Errors
37. A sequence of numbers in which each number is the sum of the preceding two.
Layering
Form Follows Function
Fibonacci Sequence
Three- Dimensional Projection
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Figure-Ground Relationship
Hick's Law
Shaping
Readability
39. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Defensible Space
Fitts' Law
Prototyping
Attractiveness Bias
40. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Scaling Fallacy
Progressive Disclosure
Interference Effects
Demand Characteristics
41. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Garbage In - Garbage Out
Fibonacci Sequence
Exposure Effect
42. Pictures are remembered better than words.
Errors
Depth of Processing
Storytelling
Picture Superiority Effect
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Fitts' Law
Entry Point
Depth of Processing
Constancy
44. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Uncertainty Principle
Recognition over recall
Orientation Sensitivity
Layering
45. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Savanna Preference
Satisficing
Closure
46. A property of visual equivalence among elements in a form.
Depth of Processing
Legibility
Scaling Fallacy
Symmetry
47. The relative ease with which a destination - idea - or concept may be reached.
Legibility
Accessibility
Defensible Space
Von Restorff Effect
48. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Mnemonic Device
Storytelling
Proximity
80/20 Rule
49. 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
Threat detection
Form Follows Function
Symmetry
50. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Signal- to- Noise Ratio
Scaling Fallacy
Hick's Law