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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. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Life Cycle
Uncertainty Principle
Layering
2. Patients experience treatment effects based on their belief that a treatment will work.
Rule of Thirds
Hierarchy
Mental Model
Placebo effect
3. The relative ease with which a destination - idea - or concept may be reached.
Mental Model
Depth of Processing
Archetype
Accessibility
4. 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.
Affordance
Good Continuation
Form Follows Function
Framing
5. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Confirmation
Threat detection
Mnemonic Device
Accessibility
6. Memory for recognizing things is better than memory for recalling things.
Law of Pragnanz
Convergence
Ockham's Razor
Recognition over recall
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Most Average Facial Appearance Effect
Similarity
Form Follows Function
Attractiveness Bias
8. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Attractiveness Bias
Framing
Demand Characteristics
Uncertainty Principle
9. The use of pictorial images to improve the recognition and recall of signs and controls.
Proximity
Uniform Connectedness
Errors
Iconic Representation
10. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Law of Pragnanz
Orientation Sensitivity
Top- Down Lighting Bias
11. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Rule of Thirds
Cognitive Dissonance
Prototyping
12. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Baby-Face Bias
Hierarchy
Halo Effect
Legibility
13. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Halo Effect
Readability
Gutenberg Diagram
Prospect-Refuge
14. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Scaling Fallacy
Legibility
Closure
Development Cycle
15. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Flexibility-Usability Tradeoff
Fibonacci Sequence
Hick's Law
16. A method of limiting the actions that can be performed on a system.
Halo Effect
Constraint
Hierarchy
Errors
17. The quality of system output is dependent on the quality of system input.
Progressive Disclosure
Storytelling
Development Cycle
Garbage In - Garbage Out
18. 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
Progressive Disclosure
Comparison
Alignment
19. An original model on which something is patterned
Feedback Loop
Signal- to- Noise Ratio
Archetype
Redundancy
20. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Scaling Fallacy
Face- ism Ratio
Rule of Thirds
Placebo effect
21. A property of visual equivalence among elements in a form.
Symmetry
Baby-Face Bias
Factor of Safety
Mental Model
22. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Scaling Fallacy
Redundancy
Structural Forms
23. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Layering
Savanna Preference
Five Hat Racks
Mnemonic Device
24. 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.
Classical Conditioning
Demand Characteristics
Chunking
Development Cycle
25. 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.
Flexibility-Usability Tradeoff
Most Average Facial Appearance Effect
Savanna Preference
Errors
26. An attribute of an object that allows people to intuitively know how to use it
Wayfinding
Comparison
Waist to Hip Ratio
Affordance
27. An action or ommission of action yielding an unintended result.
Form Follows Function
Serial Position Effects
80/20 Rule
Errors
28. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Savanna Preference
Affordance
Rule of Thirds
29. 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
Gutenberg Diagram
Comparison
Operant Conditioning
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Constraint
Feedback Loop
Top- Down Lighting Bias
Orientation Sensitivity
31. 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.
Defensible Space
Hierarchy of Needs (Design)
Readability
Feedback Loop
32. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Halo Effect
Life Cycle
Hierarchy
Five Hat Racks
33. A process of repeating a set of operation until a specific result is achieved.
Rule of Thirds
Readability
Iteration
Halo Effect
34. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Normal Distribution
Errors
Orientation Sensitivity
Entry Point
35. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Entry Point
Most Average Facial Appearance Effect
Highlighting
Structural Forms
36. The tendency for people to perform better or worse based on the expectations of another.
Garbage In - Garbage Out
Iconic Representation
Pygmalion Effect
Progressive Disclosure
37. Pictures are remembered better than words.
Ockham's Razor
Cognitive Dissonance
Picture Superiority Effect
Feedback Loop
38. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Readability
Archetype
Weakest Link
39. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Most Average Facial Appearance Effect
Mimicry
Performance vs. Preference
Cognitive Dissonance
40. A technique that influences decision making and judgement by manipulating the way information is presented.
Confirmation
Proximity
Scaling Fallacy
Framing
41. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Storytelling
Attractiveness Bias
Comparison
Progressive Disclosure
42. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Von Restorff Effect
Most Average Facial Appearance Effect
Law of Pragnanz
Gutenberg Diagram
43. The usability of a system is improved when similar parts are expressed in similar ways.
Figure-Ground Relationship
Factor of Safety
Rosenthal Effect
Consistency
44. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Rule of Thirds
Exposure Effect
Depth of Processing
Waist to Hip Ratio
45. Elements that are close together are percieved to be more related than elements that are farther apart.
Maslow's Hierarchy of Needs
Gutenberg Diagram
Proximity
Signal- to- Noise Ratio
46. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Uniform Connectedness
Recognition over recall
Performance vs. Preference
Mimicry
47. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Feedback Loop
Control
Errors
Hawthorne Effect
48. A tendency to see objects and patterns as 3D when certain visual cues are present.
Readability
Development Cycle
Golden Ratio
Three- Dimensional Projection
49. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Structural Forms
Pygmalion Effect
Five Hat Racks
Legibility
50. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Consistency
Constancy
Factor of Safety
Signal- to- Noise Ratio