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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
Normal Distribution
Constraint
Law of Pragnanz
2. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Control
Prototyping
Attractiveness Bias
Demand Characteristics
3. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Redundancy
Form Follows Function
Attractiveness Bias
4. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Performance Load
Factor of Safety
Three- Dimensional Projection
5. 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)
Convergence
Depth of Processing
Scaling Fallacy
Comparison
6. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Proximity
Archetype
Depth of Processing
Figure-Ground Relationship
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Immersion
Attractiveness Bias
Prospect-Refuge
8. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Cognitive Dissonance
Consistency
Inverted Pyramid
9. A technique for bringing attention to an area of text or image.
Highlighting
Confirmation
Interference Effects
Fitts' Law
10. 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?)
Garbage In - Garbage Out
Signal- to- Noise Ratio
Hawthorne Effect
Cost-Benefit
11. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Cost-Benefit
Accessibility
Alignment
Gutenberg Diagram
12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Defensible Space
Hick's Law
Development Cycle
Law of Pragnanz
13. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Mental Model
Garbage In - Garbage Out
Face- ism Ratio
Development Cycle
14. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Structural Forms
Mental Model
Demand Characteristics
Rule of Thirds
15. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Symmetry
Control
Orientation Sensitivity
Fitts' Law
16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Serial Position Effects
Fibonacci Sequence
Normal Distribution
Depth of Processing
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Framing
Classical Conditioning
Layering
Performance vs. Preference
18. Memory for recognizing things is better than memory for recalling things.
Inverted Pyramid
Fibonacci Sequence
Recognition over recall
Placebo effect
19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Top- Down Lighting Bias
Accessibility
Cognitive Dissonance
Fibonacci Sequence
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Classical Conditioning
Control
Errors
21. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Most Average Facial Appearance Effect
Uncertainty Principle
Halo Effect
22. A technique that influences decision making and judgement by manipulating the way information is presented.
Hick's Law
Cost-Benefit
Framing
Proximity
23. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Satisficing
Halo Effect
Similarity
24. 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
Fibonacci Sequence
Common Fate
Comparison
Self- similarity
25. The usability of a system is improved when its status and methods of use are clearly visible.
Constancy
Pygmalion Effect
Shaping
Visibility
26. An original model on which something is patterned
Progressive Disclosure
Rosenthal Effect
Constancy
Archetype
27. A tendency to see objects and patterns as 3D when certain visual cues are present.
Accessibility
Three- Dimensional Projection
Demand Characteristics
Five Hat Racks
28. The time required to move to a target is a function of the target size and distance to the target.
29. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cost-Benefit
Rule of Thirds
Modularity
Storytelling
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hierarchy of Needs (Design)
Depth of Processing
Redundancy
Top- Down Lighting Bias
31. The process of using spatial and environmental information to navigate to a destination.
Comparison
Wayfinding
Flexibility-Usability Tradeoff
Proximity
32. Pictures are remembered better than words.
Errors
Attractiveness Bias
Picture Superiority Effect
Consistency
33. The relative ease with which a destination - idea - or concept may be reached.
Development Cycle
Chunking
Hierarchy of Needs (Design)
Accessibility
34. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Errors
Weakest Link
Self- similarity
Feedback Loop
35. Elements that are similar are perceived to be more related than elements that are dissimilar.
Satisficing
Normal Distribution
Similarity
Life Cycle
36. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Good Continuation
Placebo effect
Halo Effect
Storytelling
37. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Constraint
Mapping
Shaping
38. A property in which a form is made up of parts similar to the whole or to one another.
Affordance
Self- similarity
Most Average Facial Appearance Effect
Factor of Safety
39. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Structural Forms
Inverted Pyramid
Form Follows Function
Iteration
40. As the flexiblity of a system increases - its usability decreases.
Closure
Shaping
Most Average Facial Appearance Effect
Flexibility-Usability Tradeoff
41. The tendency for people to behave differently when they know they are being studied
Mental Model
Five Hat Racks
Placebo effect
Hawthorne Effect
42. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Mapping
Placebo effect
Garbage In - Garbage Out
Layering
43. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Wayfinding
Readability
Mapping
44. An attribute of an object that allows people to intuitively know how to use it
Constancy
Serial Position Effects
Affordance
Consistency
45. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Rosenthal Effect
Gutenberg Diagram
Expectation Effect
Symmetry
46. 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.
Ockham's Razor
Hierarchy of Needs (Design)
Form Follows Function
Threat detection
47. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Wayfinding
Structural Forms
Immersion
Signal- to- Noise Ratio
48. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Errors
Golden Ratio
Hick's Law
49. 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.
Figure-Ground Relationship
Placebo effect
Good Continuation
Control
50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Similarity
Savanna Preference
Five Hat Racks
Baby-Face Bias