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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 debgree to which prose can be understood - based on the complexity of words and sentences.
Storytelling
Readability
Layering
Law of Pragnanz
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Common Fate
Mental Model
Figure-Ground Relationship
Performance Load
3. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Law of Pragnanz
Orientation Sensitivity
Alignment
4. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Framing
Chunking
Attractiveness Bias
Mnemonic Device
5. A property of visual equivalence among elements in a form.
Golden Ratio
Self- similarity
Serial Position Effects
Symmetry
6. A ratio within the elements of a form - such as height to width - approximating 0.618.
Shaping
Golden Ratio
Control
Serial Position Effects
7. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mimicry
Top- Down Lighting Bias
Forgiveness
Constraint
8. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Visibility
Alignment
Interference Effects
9. 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.
Halo Effect
Factor of Safety
Layering
Waist to Hip Ratio
10. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Self- similarity
Symmetry
Confirmation
Maslow's Hierarchy of Needs
11. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Readability
Defensible Space
Garbage In - Garbage Out
Entry Point
12. 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.
Iconic Representation
Savanna Preference
Serial Position Effects
Hierarchy of Needs (Design)
13. 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.
Similarity
Baby-Face Bias
Development Cycle
Redundancy
14. 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.
Confirmation
Modularity
Chunking
Baby-Face Bias
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Visibility
Golden Ratio
Inverted Pyramid
Alignment
16. The time it takes to make a decision increases as the number of alternatives increases.
17. 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
Hick's Law
Constancy
Halo Effect
18. The usability of a system is improved when its status and methods of use are clearly visible.
Weakest Link
Cost-Benefit
Cognitive Dissonance
Visibility
19. A technique for bringing attention to an area of text or image.
Highlighting
Mental Model
Hick's Law
Readability
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Figure-Ground Relationship
Prospect-Refuge
Orientation Sensitivity
Garbage In - Garbage Out
21. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Mental Model
Common Fate
Satisficing
22. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Interference Effects
Five Hat Racks
Legibility
Life Cycle
23. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Structural Forms
Hierarchy
Classical Conditioning
Prospect-Refuge
24. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Hierarchy
Picture Superiority Effect
Forgiveness
25. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Framing
Prototyping
Hawthorne Effect
Placebo effect
26. 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.
Garbage In - Garbage Out
Good Continuation
Errors
Fitts' Law
27. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Pygmalion Effect
Classical Conditioning
Halo Effect
Redundancy
28. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Cognitive Dissonance
Ockham's Razor
Exposure Effect
Most Average Facial Appearance Effect
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Entry Point
Progressive Disclosure
Layering
Consistency
30. A property in which a form is made up of parts similar to the whole or to one another.
Golden Ratio
Convergence
Forgiveness
Self- similarity
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.)
Structural Forms
Expectation Effect
Exposure Effect
Good Continuation
32. The tendency for people to behave differently when they know they are being studied
Development Cycle
Hawthorne Effect
Alignment
Similarity
33. The usability of a system is improved when similar parts are expressed in similar ways.
Storytelling
Consistency
Accessibility
Law of Pragnanz
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Expectation Effect
Highlighting
Baby-Face Bias
Constancy
35. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Operant Conditioning
Storytelling
Classical Conditioning
Rosenthal Effect
36. The quality of system output is dependent on the quality of system input.
Factor of Safety
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Cost-Benefit
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Accessibility
Garbage In - Garbage Out
Weakest Link
Constraint
38. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Weakest Link
Law of Pragnanz
Five Hat Racks
39. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Interference Effects
Law of Pragnanz
Performance Load
Similarity
40. A process of repeating a set of operation until a specific result is achieved.
Face- ism Ratio
Figure-Ground Relationship
Iteration
Life Cycle
41. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Fitts' Law
Wayfinding
Orientation Sensitivity
Alignment
42. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
80/20 Rule
Hierarchy
Expectation Effect
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Archetype
Fitts' Law
Feedback Loop
Control
44. The time required to move to a target is a function of the target size and distance to the target.
45. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Legibility
Immersion
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
46. 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.
Most Average Facial Appearance Effect
Savanna Preference
Progressive Disclosure
Highlighting
47. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
Confirmation
Placebo effect
48. Memory for recognizing things is better than memory for recalling things.
Demand Characteristics
Operant Conditioning
Recognition over recall
Readability
49. An original model on which something is patterned
Cost-Benefit
Archetype
Savanna Preference
Golden Ratio
50. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cost-Benefit
Hierarchy of Needs (Design)
Rule of Thirds
Orientation Sensitivity