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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. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Alignment
Shaping
Exposure Effect
2. Pictures are remembered better than words.
Consistency
Uncertainty Principle
Ockham's Razor
Picture Superiority Effect
3. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Law of Pragnanz
Chunking
Legibility
Classical Conditioning
4. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Pygmalion Effect
Serial Position Effects
Form Follows Function
Chunking
5. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Modularity
Law of Pragnanz
Life Cycle
Self- similarity
6. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Von Restorff Effect
Uncertainty Principle
Prospect-Refuge
Hierarchy
7. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Waist to Hip Ratio
Modularity
Five Hat Racks
Storytelling
8. The usability of a system is improved when its status and methods of use are clearly visible.
Cost-Benefit
Fibonacci Sequence
Visibility
Legibility
9. 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.
Classical Conditioning
Garbage In - Garbage Out
Waist to Hip Ratio
Visibility
10. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Iconic Representation
Shaping
Garbage In - Garbage Out
11. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Interference Effects
Defensible Space
Progressive Disclosure
Maslow's Hierarchy of Needs
12. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Performance Load
Demand Characteristics
Waist to Hip Ratio
Alignment
13. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Rule of Thirds
Immersion
Shaping
Uniform Connectedness
14. A tendency to see objects and patterns as 3D when certain visual cues are present.
Ockham's Razor
Uniform Connectedness
Three- Dimensional Projection
Satisficing
15. The usability of a system is improved when similar parts are expressed in similar ways.
Constraint
Redundancy
Flexibility-Usability Tradeoff
Consistency
16. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Errors
Satisficing
Five Hat Racks
Law of Pragnanz
17. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Hierarchy of Needs (Design)
Alignment
Iconic Representation
18. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Feedback Loop
Prospect-Refuge
Maslow's Hierarchy of Needs
19. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Orientation Sensitivity
Threat detection
Form Follows Function
Consistency
20. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Top- Down Lighting Bias
Figure-Ground Relationship
Shaping
Feedback Loop
21. A technique for bringing attention to an area of text or image.
Classical Conditioning
Highlighting
Recognition over recall
Accessibility
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Ockham's Razor
Affordance
Hierarchy
Closure
23. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Picture Superiority Effect
80/20 Rule
Entry Point
24. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Layering
Classical Conditioning
Self- similarity
25. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Scaling Fallacy
Mental Model
Self- similarity
Uniform Connectedness
26. 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.
Hierarchy of Needs (Design)
Highlighting
Law of Pragnanz
Accessibility
27. 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
Factor of Safety
Serial Position Effects
Placebo effect
28. 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.
Good Continuation
Storytelling
Framing
Gutenberg Diagram
29. 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
Modularity
Demand Characteristics
Fibonacci Sequence
30. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Placebo effect
Recognition over recall
Waist to Hip Ratio
Performance vs. Preference
31. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Constraint
Normal Distribution
Chunking
Confirmation
32. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Orientation Sensitivity
Control
Rosenthal Effect
Prototyping
33. The tendency for people to behave differently when they know they are being studied
Law of Pragnanz
Demand Characteristics
Hawthorne Effect
Feedback Loop
34. 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.
Closure
Framing
Baby-Face Bias
Chunking
35. 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.
Inverted Pyramid
Progressive Disclosure
Mapping
Modularity
36. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Law of Pragnanz
Hierarchy
Similarity
Inverted Pyramid
37. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Performance vs. Preference
Factor of Safety
Rule of Thirds
Uncertainty Principle
38. Teachers treat students differently based on their expectations of how students will perform.
Iconic Representation
Rosenthal Effect
Affordance
Errors
39. The relative ease with which a destination - idea - or concept may be reached.
Placebo effect
Law of Pragnanz
Ockham's Razor
Accessibility
40. The process of using spatial and environmental information to navigate to a destination.
Prototyping
Savanna Preference
Mapping
Wayfinding
41. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Structural Forms
Progressive Disclosure
Hawthorne Effect
Uncertainty Principle
42. 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.
Golden Ratio
Serial Position Effects
Weakest Link
Iteration
43. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Cognitive Dissonance
Closure
Expectation Effect
44. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
80/20 Rule
Classical Conditioning
Performance Load
45. Elements that are close together are percieved to be more related than elements that are farther apart.
Performance Load
Proximity
Scaling Fallacy
Feedback Loop
46. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Consistency
Rosenthal Effect
Law of Pragnanz
47. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Hawthorne Effect
Mimicry
Mapping
48. A process of repeating a set of operation until a specific result is achieved.
Iteration
Hick's Law
Progressive Disclosure
Mapping
49. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Ockham's Razor
Operant Conditioning
Flexibility-Usability Tradeoff
Confirmation
50. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Golden Ratio
Three- Dimensional Projection
Performance vs. Preference