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Test your basic knowledge |
Design Principles
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Study First
Subject
:
engineering
Instructions:
Answer 50 questions in 15 minutes.
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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 technique used to asociate a stimulus with an unconscious physical or emotional response.
Common Fate
Classical Conditioning
Self- similarity
Consistency
2. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Orientation Sensitivity
Performance vs. Preference
Modularity
Mimicry
3. 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.
Orientation Sensitivity
Cognitive Dissonance
Good Continuation
Highlighting
4. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Development Cycle
Form Follows Function
Flexibility-Usability Tradeoff
Inverted Pyramid
5. Given a choice between functionally equivalent designs - the simplest design should be selected.
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6. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Chunking
Performance vs. Preference
Hierarchy of Needs (Design)
Layering
7. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Control
Interference Effects
Affordance
8. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Factor of Safety
Hawthorne Effect
Form Follows Function
Wayfinding
9. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Entry Point
Uncertainty Principle
Errors
Factor of Safety
10. A property of visual equivalence among elements in a form.
Symmetry
Depth of Processing
Performance Load
Three- Dimensional Projection
11. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Picture Superiority Effect
Signal- to- Noise Ratio
Waist to Hip Ratio
Defensible Space
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Redundancy
Five Hat Racks
Demand Characteristics
Exposure Effect
13. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Redundancy
Hierarchy
Errors
Comparison
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Rule of Thirds
Depth of Processing
Redundancy
Gutenberg Diagram
15. 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.
Serial Position Effects
Cost-Benefit
Cognitive Dissonance
Good Continuation
16. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Form Follows Function
Placebo effect
Common Fate
17. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Serial Position Effects
Proximity
Performance Load
Errors
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Highlighting
Wayfinding
Shaping
19. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Serial Position Effects
Prospect-Refuge
Top- Down Lighting Bias
Mnemonic Device
20. The usability of a system is improved when similar parts are expressed in similar ways.
Inverted Pyramid
Redundancy
Forgiveness
Consistency
21. 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.)
Hierarchy of Needs (Design)
Inverted Pyramid
Expectation Effect
Uncertainty Principle
22. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Expectation Effect
Defensible Space
Iteration
Threat detection
23. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Weakest Link
Classical Conditioning
Pygmalion Effect
Rule of Thirds
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Rosenthal Effect
Defensible Space
Good Continuation
25. The process of using spatial and environmental information to navigate to a destination.
Cost-Benefit
Von Restorff Effect
Serial Position Effects
Wayfinding
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
Common Fate
Depth of Processing
Shaping
Von Restorff Effect
27. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Fitts' Law
Iconic Representation
Consistency
28. 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.
Rule of Thirds
Layering
Waist to Hip Ratio
Hierarchy of Needs (Design)
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Feedback Loop
Legibility
Most Average Facial Appearance Effect
Factor of Safety
30. The time required to move to a target is a function of the target size and distance to the target.
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31. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Picture Superiority Effect
Satisficing
Serial Position Effects
Constancy
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Threat detection
Shaping
80/20 Rule
Most Average Facial Appearance Effect
33. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Uniform Connectedness
Self- similarity
Development Cycle
34. 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
Closure
Cost-Benefit
Mental Model
35. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Framing
Signal- to- Noise Ratio
Expectation Effect
36. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Feedback Loop
Convergence
Similarity
Life Cycle
37. An attribute of an object that allows people to intuitively know how to use it
Alignment
Defensible Space
Recognition over recall
Affordance
38. A process of repeating a set of operation until a specific result is achieved.
Gutenberg Diagram
Factor of Safety
Performance Load
Iteration
39. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Comparison
Structural Forms
Constancy
Progressive Disclosure
40. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Archetype
Expectation Effect
Garbage In - Garbage Out
41. A technique for bringing attention to an area of text or image.
Hick's Law
Law of Pragnanz
Iteration
Highlighting
42. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Consistency
Hierarchy of Needs (Design)
Mental Model
Legibility
43. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Cost-Benefit
Uniform Connectedness
Convergence
Halo Effect
44. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Normal Distribution
Errors
Common Fate
Entry Point
45. 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
Mapping
Comparison
Hierarchy of Needs (Design)
46. 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.
80/20 Rule
Classical Conditioning
Waist to Hip Ratio
Mapping
47. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Structural Forms
Good Continuation
Inverted Pyramid
48. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Pygmalion Effect
Comparison
Prototyping
Recognition over recall
49. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Self- similarity
Errors
Uniform Connectedness
Attractiveness Bias
50. People understand and interact with systems and environments based on mental representations developed from experience.
Visibility
Three- Dimensional Projection
Mental Model
Inverted Pyramid
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