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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 method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Performance vs. Preference
Feedback Loop
Expectation Effect
2. A method of limiting the actions that can be performed on a system.
Constraint
Depth of Processing
Comparison
Prospect-Refuge
3. Given a choice between functionally equivalent designs - the simplest design should be selected.
4. The use of pictorial images to improve the recognition and recall of signs and controls.
Waist to Hip Ratio
Iconic Representation
Control
Hierarchy of Needs (Design)
5. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Prototyping
Rosenthal Effect
Development Cycle
Attractiveness Bias
6. 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.
Depth of Processing
Good Continuation
Scaling Fallacy
Cost-Benefit
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Constraint
Uncertainty Principle
Similarity
Wayfinding
8. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Three- Dimensional Projection
Mimicry
Performance Load
Confirmation
9. The debgree to which prose can be understood - based on the complexity of words and sentences.
Placebo effect
Readability
Mental Model
Hick's Law
10. The usability of a system is improved when similar parts are expressed in similar ways.
Hierarchy of Needs (Design)
Fitts' Law
Consistency
Uncertainty Principle
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Picture Superiority Effect
Recognition over recall
Closure
Prospect-Refuge
12. A property of visual equivalence among elements in a form.
Top- Down Lighting Bias
Modularity
Exposure Effect
Symmetry
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Baby-Face Bias
Halo Effect
Factor of Safety
Top- Down Lighting Bias
14. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Most Average Facial Appearance Effect
Development Cycle
Performance Load
Affordance
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Archetype
Hierarchy of Needs (Design)
Picture Superiority Effect
16. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Legibility
Similarity
Accessibility
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Attractiveness Bias
Shaping
Placebo effect
Affordance
18. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy
Five Hat Racks
Depth of Processing
Savanna Preference
19. 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.
Shaping
Serial Position Effects
Uncertainty Principle
Pygmalion Effect
20. The time required to move to a target is a function of the target size and distance to the target.
21. The tendency for people to perform better or worse based on the expectations of another.
Highlighting
Weakest Link
Pygmalion Effect
Prospect-Refuge
22. Elements that are close together are percieved to be more related than elements that are farther apart.
Factor of Safety
Proximity
Ockham's Razor
80/20 Rule
23. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Rule of Thirds
Gutenberg Diagram
Redundancy
Immersion
24. 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.)
Law of Pragnanz
Expectation Effect
Operant Conditioning
Errors
25. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Savanna Preference
Von Restorff Effect
Halo Effect
26. 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.
Depth of Processing
Satisficing
Chunking
Comparison
27. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Rosenthal Effect
Factor of Safety
Prospect-Refuge
Mimicry
28. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Prospect-Refuge
Threat detection
Most Average Facial Appearance Effect
29. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Inverted Pyramid
Entry Point
Hierarchy
Forgiveness
30. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Iconic Representation
80/20 Rule
Waist to Hip Ratio
31. As the flexiblity of a system increases - its usability decreases.
Redundancy
Flexibility-Usability Tradeoff
Prototyping
Signal- to- Noise Ratio
32. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Inverted Pyramid
Forgiveness
Framing
33. 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.
Highlighting
Mapping
Depth of Processing
Control
34. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Confirmation
Symmetry
Baby-Face Bias
Hierarchy
35. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Demand Characteristics
Maslow's Hierarchy of Needs
Iteration
Signal- to- Noise Ratio
36. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Symmetry
Savanna Preference
Cognitive Dissonance
Law of Pragnanz
37. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Closure
Iteration
Depth of Processing
Golden Ratio
38. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Satisficing
Wayfinding
Modularity
39. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Waist to Hip Ratio
Symmetry
Confirmation
40. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Serial Position Effects
Top- Down Lighting Bias
Face- ism Ratio
Pygmalion Effect
41. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Weakest Link
Control
Self- similarity
Storytelling
42. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Confirmation
Top- Down Lighting Bias
Cognitive Dissonance
Shaping
43. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Threat detection
Attractiveness Bias
Progressive Disclosure
Iconic Representation
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Golden Ratio
Figure-Ground Relationship
Flexibility-Usability Tradeoff
45. A technique for bringing attention to an area of text or image.
Form Follows Function
Progressive Disclosure
Highlighting
Pygmalion Effect
46. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Wayfinding
Performance Load
Life Cycle
Constancy
47. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Classical Conditioning
Scaling Fallacy
Threat detection
48. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Top- Down Lighting Bias
Von Restorff Effect
Layering
Development Cycle
49. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Iconic Representation
Weakest Link
Alignment
50. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Expectation Effect
Good Continuation
Face- ism Ratio
Factor of Safety