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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.
Accessibility
Classical Conditioning
Readability
Scaling Fallacy
2. 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.)
Modularity
Progressive Disclosure
Readability
Expectation Effect
3. The usability of a system is improved when similar parts are expressed in similar ways.
Hawthorne Effect
Hierarchy
Consistency
Face- ism Ratio
4. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Picture Superiority Effect
Performance Load
Savanna Preference
Figure-Ground Relationship
5. A ratio within the elements of a form - such as height to width - approximating 0.618.
Von Restorff Effect
Ockham's Razor
Golden Ratio
Weakest Link
6. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Inverted Pyramid
Savanna Preference
Waist to Hip Ratio
Rule of Thirds
7. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Layering
Defensible Space
Control
Factor of Safety
8. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mental Model
Chunking
Attractiveness Bias
Cost-Benefit
9. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Inverted Pyramid
Threat detection
Modularity
Hierarchy of Needs (Design)
10. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Common Fate
Scaling Fallacy
Form Follows Function
11. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Structural Forms
Wayfinding
Modularity
12. 80% of the effects generated by any large system are caused by 20% of the variables.
Feedback Loop
Ockham's Razor
Picture Superiority Effect
80/20 Rule
13. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Figure-Ground Relationship
Cost-Benefit
Exposure Effect
Normal Distribution
14. A sequence of numbers in which each number is the sum of the preceding two.
80/20 Rule
Fibonacci Sequence
Face- ism Ratio
Expectation Effect
15. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Proximity
Weakest Link
Modularity
16. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Shaping
Immersion
Performance Load
17. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Hierarchy
Demand Characteristics
Alignment
18. An attribute of an object that allows people to intuitively know how to use it
Affordance
Satisficing
Picture Superiority Effect
Rosenthal Effect
19. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Inverted Pyramid
Constraint
Modularity
20. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Errors
Threat detection
Layering
Prototyping
21. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Top- Down Lighting Bias
Mimicry
Structural Forms
Rosenthal Effect
22. A method of limiting the actions that can be performed on a system.
Waist to Hip Ratio
Constraint
Alignment
Immersion
23. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Operant Conditioning
Picture Superiority Effect
Good Continuation
24. An original model on which something is patterned
Waist to Hip Ratio
Defensible Space
Archetype
Proximity
25. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Orientation Sensitivity
Life Cycle
Golden Ratio
Depth of Processing
26. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Structural Forms
Uncertainty Principle
Exposure Effect
Interference Effects
27. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Progressive Disclosure
Structural Forms
Fitts' Law
28. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Waist to Hip Ratio
Von Restorff Effect
Inverted Pyramid
Interference Effects
29. 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.
Interference Effects
Performance vs. Preference
Good Continuation
Control
30. The tendency for people to perform better or worse based on the expectations of another.
Control
Pygmalion Effect
Face- ism Ratio
Iteration
31. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Ockham's Razor
Entry Point
Highlighting
32. 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
Common Fate
Constraint
Self- similarity
Expectation Effect
33. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Affordance
Layering
Three- Dimensional Projection
Five Hat Racks
34. The quality of system output is dependent on the quality of system input.
Errors
Garbage In - Garbage Out
Law of Pragnanz
Defensible Space
35. 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
Baby-Face Bias
Self- similarity
Ockham's Razor
36. The usability of a system is improved when its status and methods of use are clearly visible.
Rosenthal Effect
Entry Point
Visibility
Control
37. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Self- similarity
Forgiveness
Satisficing
Fibonacci Sequence
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Readability
Comparison
Waist to Hip Ratio
Classical Conditioning
39. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Five Hat Racks
Self- similarity
Cognitive Dissonance
Alignment
40. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Prospect-Refuge
Mimicry
Constancy
41. A technique for bringing attention to an area of text or image.
Hierarchy
Readability
Highlighting
Law of Pragnanz
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Factor of Safety
Legibility
Iconic Representation
Shaping
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Placebo effect
Law of Pragnanz
Hierarchy
Factor of Safety
44. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Immersion
Prospect-Refuge
Control
Similarity
45. Elements that are similar are perceived to be more related than elements that are dissimilar.
Gutenberg Diagram
Similarity
Wayfinding
Confirmation
46. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Baby-Face Bias
Life Cycle
Hick's Law
Five Hat Racks
47. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Threat detection
Recognition over recall
Signal- to- Noise Ratio
Hawthorne Effect
48. A process of repeating a set of operation until a specific result is achieved.
Comparison
Demand Characteristics
Life Cycle
Iteration
49. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
80/20 Rule
Progressive Disclosure
Closure
Law of Pragnanz
50. 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?)
Five Hat Racks
Visibility
Good Continuation
Cost-Benefit