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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 visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Confirmation
Legibility
Demand Characteristics
Convergence
2. The relative ease with which a destination - idea - or concept may be reached.
Affordance
Accessibility
Layering
Hawthorne Effect
3. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Ockham's Razor
Immersion
Three- Dimensional Projection
Inverted Pyramid
4. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Waist to Hip Ratio
Chunking
Entry Point
Forgiveness
5. Memory for recognizing things is better than memory for recalling things.
Symmetry
Recognition over recall
Structural Forms
Threat detection
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Figure-Ground Relationship
Placebo effect
Operant Conditioning
Consistency
7. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Scaling Fallacy
Structural Forms
Closure
Defensible Space
8. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Progressive Disclosure
Exposure Effect
Good Continuation
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Errors
Gutenberg Diagram
Framing
Figure-Ground Relationship
10. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Golden Ratio
Feedback Loop
Flexibility-Usability Tradeoff
Modularity
11. 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
Highlighting
Weakest Link
Operant Conditioning
12. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Exposure Effect
Expectation Effect
Orientation Sensitivity
Placebo effect
13. 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.
Von Restorff Effect
Operant Conditioning
Good Continuation
Five Hat Racks
14. 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
Baby-Face Bias
Garbage In - Garbage Out
Most Average Facial Appearance Effect
15. People understand and interact with systems and environments based on mental representations developed from experience.
Golden Ratio
Mental Model
Archetype
Constancy
16. An original model on which something is patterned
Hick's Law
Hawthorne Effect
Savanna Preference
Archetype
17. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Form Follows Function
Development Cycle
Entry Point
Von Restorff Effect
18. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Scaling Fallacy
Orientation Sensitivity
Normal Distribution
Mental Model
19. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Good Continuation
Halo Effect
Normal Distribution
Archetype
20. A technique that influences decision making and judgement by manipulating the way information is presented.
Serial Position Effects
Expectation Effect
Framing
Most Average Facial Appearance Effect
21. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Iteration
Cognitive Dissonance
Mimicry
Affordance
22. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Wayfinding
Orientation Sensitivity
Factor of Safety
23. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Classical Conditioning
Interference Effects
Factor of Safety
24. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Hierarchy of Needs (Design)
Constancy
Errors
Modularity
25. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Orientation Sensitivity
Cost-Benefit
Uniform Connectedness
Golden Ratio
26. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Comparison
Scaling Fallacy
Exposure Effect
Confirmation
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.
Iteration
Mimicry
Uniform Connectedness
Savanna Preference
28. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Symmetry
Depth of Processing
Development Cycle
Baby-Face Bias
29. 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
Picture Superiority Effect
Self- similarity
Performance vs. Preference
30. Elements that are similar are perceived to be more related than elements that are dissimilar.
Hawthorne Effect
Control
Prototyping
Similarity
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Proximity
Immersion
Affordance
Performance Load
32. A process in which similar characteristics evolve independently in multiple systems.
Baby-Face Bias
Convergence
Forgiveness
Maslow's Hierarchy of Needs
33. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Performance vs. Preference
Placebo effect
Readability
34. An action or ommission of action yielding an unintended result.
Errors
Constraint
Flexibility-Usability Tradeoff
Forgiveness
35. A technique for bringing attention to an area of text or image.
Affordance
Face- ism Ratio
Cost-Benefit
Highlighting
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.
Control
Consistency
Feedback Loop
Cost-Benefit
37. The process of using spatial and environmental information to navigate to a destination.
Performance vs. Preference
Wayfinding
Legibility
Von Restorff Effect
38. The usability of a system is improved when its status and methods of use are clearly visible.
Classical Conditioning
Most Average Facial Appearance Effect
Halo Effect
Visibility
39. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Control
Readability
Mental Model
40. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Accessibility
Five Hat Racks
Inverted Pyramid
Closure
41. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Archetype
Weakest Link
Savanna Preference
42. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Legibility
Picture Superiority Effect
Mnemonic Device
43. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Pygmalion Effect
Orientation Sensitivity
Scaling Fallacy
44. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Structural Forms
Prototyping
Cost-Benefit
Symmetry
45. As the flexiblity of a system increases - its usability decreases.
Good Continuation
Flexibility-Usability Tradeoff
Hierarchy
Chunking
46. 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.)
Mental Model
Expectation Effect
Forgiveness
Golden Ratio
47. The quality of system output is dependent on the quality of system input.
Demand Characteristics
Garbage In - Garbage Out
Rule of Thirds
Three- Dimensional Projection
48. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Von Restorff Effect
Mental Model
Uncertainty Principle
49. A tendency to see objects and patterns as 3D when certain visual cues are present.
Face- ism Ratio
Interference Effects
Three- Dimensional Projection
Affordance
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Convergence
Mapping
Consistency