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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Defensible Space
Scaling Fallacy
Entry Point
2. 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.
Rosenthal Effect
Inverted Pyramid
Feedback Loop
Forgiveness
3. 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.
Classical Conditioning
Serial Position Effects
Orientation Sensitivity
Signal- to- Noise Ratio
4. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Iconic Representation
Hierarchy of Needs (Design)
Law of Pragnanz
Uniform Connectedness
5. People understand and interact with systems and environments based on mental representations developed from experience.
Forgiveness
Modularity
Mental Model
Classical Conditioning
6. 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.
Golden Ratio
Mimicry
Visibility
Savanna Preference
7. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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8. The debgree to which prose can be understood - based on the complexity of words and sentences.
Framing
Readability
Life Cycle
Shaping
9. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Consistency
Classical Conditioning
Form Follows Function
Alignment
10. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Layering
Chunking
Legibility
Convergence
11. A technique that influences decision making and judgement by manipulating the way information is presented.
Legibility
Framing
Mnemonic Device
Savanna Preference
12. An action or ommission of action yielding an unintended result.
Performance vs. Preference
Errors
Baby-Face Bias
Interference Effects
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Picture Superiority Effect
Fibonacci Sequence
Golden Ratio
14. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Exposure Effect
Development Cycle
Baby-Face Bias
Inverted Pyramid
15. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Flexibility-Usability Tradeoff
Picture Superiority Effect
Cost-Benefit
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Recognition over recall
Layering
Exposure Effect
Satisficing
17. 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
Confirmation
Top- Down Lighting Bias
Orientation Sensitivity
18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mental Model
Comparison
Hierarchy of Needs (Design)
Forgiveness
19. A method of limiting the actions that can be performed on a system.
Mental Model
Closure
Constraint
Immersion
20. Patients experience treatment effects based on their belief that a treatment will work.
Storytelling
Figure-Ground Relationship
Placebo effect
Archetype
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Self- similarity
Shaping
Most Average Facial Appearance Effect
Exposure Effect
22. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Savanna Preference
Constraint
Uniform Connectedness
23. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Visibility
Readability
Factor of Safety
Pygmalion Effect
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hierarchy of Needs (Design)
Confirmation
Face- ism Ratio
Interference Effects
25. As the flexiblity of a system increases - its usability decreases.
Mental Model
Flexibility-Usability Tradeoff
Prototyping
Uncertainty Principle
26. A technique for bringing attention to an area of text or image.
Exposure Effect
Baby-Face Bias
Rosenthal Effect
Highlighting
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
80/20 Rule
Entry Point
Modularity
Constraint
28. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Mental Model
Performance Load
Immersion
29. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Affordance
Symmetry
Wayfinding
Hierarchy
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Depth of Processing
Self- similarity
Halo Effect
Life Cycle
31. 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.
Alignment
Defensible Space
Waist to Hip Ratio
Five Hat Racks
32. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Depth of Processing
Rule of Thirds
Golden Ratio
Layering
33. 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.
Development Cycle
Prospect-Refuge
Redundancy
Garbage In - Garbage Out
34. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Legibility
Readability
Shaping
Comparison
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Immersion
Signal- to- Noise Ratio
Development Cycle
36. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Scaling Fallacy
Face- ism Ratio
Halo Effect
Defensible Space
37. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Common Fate
Garbage In - Garbage Out
Closure
Normal Distribution
38. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Von Restorff Effect
Savanna Preference
Feedback Loop
39. 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
Accessibility
Flexibility-Usability Tradeoff
Attractiveness Bias
40. 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
Self- similarity
Chunking
Scaling Fallacy
41. An original model on which something is patterned
Pygmalion Effect
Archetype
Weakest Link
Von Restorff Effect
42. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Rosenthal Effect
Entry Point
Feedback Loop
Scaling Fallacy
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Five Hat Racks
Hawthorne Effect
Pygmalion Effect
44. The quality of system output is dependent on the quality of system input.
Accessibility
Garbage In - Garbage Out
Entry Point
Archetype
45. 80% of the effects generated by any large system are caused by 20% of the variables.
Defensible Space
Feedback Loop
Depth of Processing
80/20 Rule
46. 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.
Orientation Sensitivity
Symmetry
Chunking
Mapping
47. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Structural Forms
Layering
Picture Superiority Effect
48. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Symmetry
Threat detection
Performance vs. Preference
Weakest Link
49. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Self- similarity
Depth of Processing
Accessibility
50. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hierarchy
Archetype
Top- Down Lighting Bias
Alignment