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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. A property in which a form is made up of parts similar to the whole or to one another.
Accessibility
Inverted Pyramid
Normal Distribution
Self- similarity
2. The relative ease with which a destination - idea - or concept may be reached.
Expectation Effect
Accessibility
Mental Model
Framing
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Ockham's Razor
Maslow's Hierarchy of Needs
Prototyping
4. An action or ommission of action yielding an unintended result.
Satisficing
Errors
Legibility
Pygmalion Effect
5. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Signal- to- Noise Ratio
Prospect-Refuge
Mnemonic Device
6. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Expectation Effect
Uncertainty Principle
Life Cycle
Attractiveness Bias
7. 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.
Face- ism Ratio
Waist to Hip Ratio
Archetype
Accessibility
8. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hick's Law
Prototyping
Interference Effects
Good Continuation
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Similarity
Form Follows Function
Top- Down Lighting Bias
Expectation Effect
10. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Placebo effect
Hick's Law
Five Hat Racks
Alignment
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Structural Forms
Hick's Law
Closure
Shaping
12. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Exposure Effect
Progressive Disclosure
Symmetry
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Symmetry
Framing
Storytelling
Face- ism Ratio
14. 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.)
Operant Conditioning
Progressive Disclosure
Expectation Effect
Von Restorff Effect
15. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Proximity
Immersion
Rule of Thirds
Control
16. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Expectation Effect
Maslow's Hierarchy of Needs
Iteration
17. 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.
Feedback Loop
Redundancy
Shaping
Waist to Hip Ratio
18. 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.
Serial Position Effects
Good Continuation
Von Restorff Effect
Similarity
19. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Three- Dimensional Projection
Exposure Effect
Five Hat Racks
Development Cycle
20. A sequence of numbers in which each number is the sum of the preceding two.
Rosenthal Effect
Fibonacci Sequence
Signal- to- Noise Ratio
Entry Point
21. A tendency to see objects and patterns as 3D when certain visual cues are present.
Halo Effect
Performance Load
Three- Dimensional Projection
Signal- to- Noise Ratio
22. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Performance Load
Placebo effect
Weakest Link
Hierarchy
23. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Operant Conditioning
Normal Distribution
Mental Model
Legibility
24. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Forgiveness
Expectation Effect
Comparison
25. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Recognition over recall
Satisficing
Cognitive Dissonance
26. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Five Hat Racks
Feedback Loop
Self- similarity
Most Average Facial Appearance Effect
27. 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.
Savanna Preference
Uniform Connectedness
Interference Effects
Archetype
28. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Entry Point
Chunking
Forgiveness
Performance vs. Preference
29. A process of repeating a set of operation until a specific result is achieved.
Proximity
Demand Characteristics
Iteration
Law of Pragnanz
30. The process of using spatial and environmental information to navigate to a destination.
Face- ism Ratio
Wayfinding
Symmetry
Inverted Pyramid
31. Pictures are remembered better than words.
Picture Superiority Effect
Maslow's Hierarchy of Needs
Pygmalion Effect
Gutenberg Diagram
32. As the flexiblity of a system increases - its usability decreases.
Hierarchy of Needs (Design)
Redundancy
Flexibility-Usability Tradeoff
Golden Ratio
33. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Progressive Disclosure
Constancy
Prototyping
Framing
34. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Threat detection
Constancy
Factor of Safety
Most Average Facial Appearance Effect
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Golden Ratio
Law of Pragnanz
Weakest Link
Serial Position Effects
36. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Forgiveness
Expectation Effect
Redundancy
37. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Most Average Facial Appearance Effect
Iteration
Pygmalion Effect
38. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Interference Effects
Demand Characteristics
Self- similarity
Prototyping
39. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Three- Dimensional Projection
Consistency
Control
Modularity
40. A technique that influences decision making and judgement by manipulating the way information is presented.
Uniform Connectedness
Interference Effects
Framing
Performance vs. Preference
41. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Cognitive Dissonance
Operant Conditioning
Inverted Pyramid
Mnemonic Device
42. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Inverted Pyramid
Threat detection
Halo Effect
Modularity
43. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Scaling Fallacy
Classical Conditioning
Most Average Facial Appearance Effect
Constancy
44. The usability of a system is improved when similar parts are expressed in similar ways.
Wayfinding
Self- similarity
Expectation Effect
Consistency
45. The time required to move to a target is a function of the target size and distance to the target.
46. 80% of the effects generated by any large system are caused by 20% of the variables.
Hierarchy of Needs (Design)
Fibonacci Sequence
Closure
80/20 Rule
47. The time it takes to make a decision increases as the number of alternatives increases.
48. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Satisficing
Affordance
Flexibility-Usability Tradeoff
Baby-Face Bias
49. People understand and interact with systems and environments based on mental representations developed from experience.
Serial Position Effects
Gutenberg Diagram
Consistency
Mental Model
50. Memory for recognizing things is better than memory for recalling things.
Readability
Recognition over recall
Fitts' Law
Halo Effect