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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. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Framing
Comparison
Form Follows Function
Baby-Face Bias
2. The time required to move to a target is a function of the target size and distance to the target.
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3. Elements that are close together are percieved to be more related than elements that are farther apart.
Picture Superiority Effect
Good Continuation
Hick's Law
Proximity
4. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Redundancy
Von Restorff Effect
Three- Dimensional Projection
Garbage In - Garbage Out
5. The tendency for people to behave differently when they know they are being studied
Constraint
Visibility
Golden Ratio
Hawthorne Effect
6. 80% of the effects generated by any large system are caused by 20% of the variables.
Savanna Preference
Placebo effect
Garbage In - Garbage Out
80/20 Rule
7. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Ockham's Razor
Face- ism Ratio
Development Cycle
Rule of Thirds
8. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Iteration
Flexibility-Usability Tradeoff
Closure
Face- ism Ratio
9. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Feedback Loop
Iteration
Gutenberg Diagram
Performance Load
10. Given a choice between functionally equivalent designs - the simplest design should be selected.
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11. 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.
Constraint
Prototyping
Good Continuation
Threat detection
12. The time it takes to make a decision increases as the number of alternatives increases.
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13. A ratio within the elements of a form - such as height to width - approximating 0.618.
Exposure Effect
Highlighting
Golden Ratio
Progressive Disclosure
14. 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
Forgiveness
Closure
Hierarchy of Needs (Design)
15. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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16. People understand and interact with systems and environments based on mental representations developed from experience.
Constancy
Uncertainty Principle
Fibonacci Sequence
Mental Model
17. 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)
Scaling Fallacy
Figure-Ground Relationship
Immersion
Maslow's Hierarchy of Needs
18. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Inverted Pyramid
Savanna Preference
Hierarchy
Wayfinding
19. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Signal- to- Noise Ratio
Attractiveness Bias
Inverted Pyramid
Hick's Law
20. 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.
Hierarchy
Savanna Preference
Good Continuation
Visibility
21. A property in which a form is made up of parts similar to the whole or to one another.
Prospect-Refuge
Interference Effects
Self- similarity
Maslow's Hierarchy of Needs
22. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Demand Characteristics
Inverted Pyramid
Garbage In - Garbage Out
23. The usability of a system is improved when its status and methods of use are clearly visible.
Control
Visibility
Feedback Loop
Good Continuation
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Framing
Savanna Preference
Mapping
25. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Self- similarity
Threat detection
Law of Pragnanz
Similarity
26. 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
Feedback Loop
Good Continuation
Top- Down Lighting Bias
Common Fate
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Feedback Loop
Orientation Sensitivity
Recognition over recall
Legibility
28. Memory for recognizing things is better than memory for recalling things.
Baby-Face Bias
Savanna Preference
Hierarchy of Needs (Design)
Recognition over recall
29. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Cost-Benefit
Interference Effects
Satisficing
Modularity
30. An attribute of an object that allows people to intuitively know how to use it
Legibility
Mapping
Affordance
Picture Superiority Effect
31. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Shaping
Pygmalion Effect
Consistency
32. The relative ease with which a destination - idea - or concept may be reached.
Uniform Connectedness
Accessibility
Development Cycle
Operant Conditioning
33. The tendency for people to perform better or worse based on the expectations of another.
Interference Effects
Pygmalion Effect
Fitts' Law
Uncertainty Principle
34. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Accessibility
Operant Conditioning
Hawthorne Effect
35. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Mapping
Uniform Connectedness
Baby-Face Bias
Confirmation
36. An action or ommission of action yielding an unintended result.
Satisficing
Life Cycle
Errors
Form Follows Function
37. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Constraint
Development Cycle
Top- Down Lighting Bias
Halo Effect
38. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Legibility
Cost-Benefit
Five Hat Racks
80/20 Rule
39. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Maslow's Hierarchy of Needs
Closure
Most Average Facial Appearance Effect
Rule of Thirds
40. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Immersion
Hawthorne Effect
Visibility
41. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Three- Dimensional Projection
Mapping
Picture Superiority Effect
Factor of Safety
42. Patients experience treatment effects based on their belief that a treatment will work.
Picture Superiority Effect
Placebo effect
Three- Dimensional Projection
Convergence
43. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Fitts' Law
Progressive Disclosure
Three- Dimensional Projection
Defensible Space
44. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Life Cycle
Hick's Law
Layering
Maslow's Hierarchy of Needs
45. The usability of a system is improved when similar parts are expressed in similar ways.
Hierarchy of Needs (Design)
Consistency
Readability
Satisficing
46. A method of limiting the actions that can be performed on a system.
Uniform Connectedness
Rule of Thirds
Classical Conditioning
Constraint
47. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Progressive Disclosure
Serial Position Effects
Factor of Safety
48. An original model on which something is patterned
Convergence
Feedback Loop
Similarity
Archetype
49. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Control
Golden Ratio
Consistency
Threat detection
50. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Chunking
Normal Distribution
Interference Effects
Scaling Fallacy