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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. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Uniform Connectedness
Forgiveness
Highlighting
Convergence
2. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Attractiveness Bias
Face- ism Ratio
Maslow's Hierarchy of Needs
Factor of Safety
3. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Top- Down Lighting Bias
80/20 Rule
Cost-Benefit
Control
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Performance vs. Preference
Life Cycle
Chunking
Uncertainty Principle
5. The process of using spatial and environmental information to navigate to a destination.
Iconic Representation
Maslow's Hierarchy of Needs
Interference Effects
Wayfinding
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Savanna Preference
Placebo effect
Threat detection
Orientation Sensitivity
7. 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?)
Convergence
Ockham's Razor
Baby-Face Bias
Cost-Benefit
8. A property of visual equivalence among elements in a form.
Feedback Loop
Symmetry
Similarity
Iconic Representation
9. 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.
Convergence
Face- ism Ratio
Prospect-Refuge
Feedback Loop
10. 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.
Waist to Hip Ratio
Uniform Connectedness
Framing
Chunking
11. 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.
Gutenberg Diagram
Good Continuation
Constancy
Savanna Preference
12. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Accessibility
Scaling Fallacy
Symmetry
Shaping
13. Elements that are similar are perceived to be more related than elements that are dissimilar.
Legibility
Similarity
Modularity
Shaping
14. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Orientation Sensitivity
Inverted Pyramid
Iteration
Operant Conditioning
15. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Symmetry
Entry Point
Hick's Law
Cognitive Dissonance
16. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Rule of Thirds
Constancy
Layering
17. 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.
Immersion
Golden Ratio
Savanna Preference
Redundancy
18. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Serial Position Effects
Weakest Link
Constraint
Threat detection
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Scaling Fallacy
Progressive Disclosure
Exposure Effect
Convergence
20. The time it takes to make a decision increases as the number of alternatives increases.
21. Teachers treat students differently based on their expectations of how students will perform.
Fitts' Law
Control
Rosenthal Effect
Von Restorff Effect
22. 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.
Redundancy
Legibility
Hawthorne Effect
Defensible Space
23. A technique that influences decision making and judgement by manipulating the way information is presented.
Mapping
80/20 Rule
Five Hat Racks
Framing
24. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Garbage In - Garbage Out
Mapping
Form Follows Function
Most Average Facial Appearance Effect
25. Given a choice between functionally equivalent designs - the simplest design should be selected.
26. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Self- similarity
Operant Conditioning
Redundancy
Rule of Thirds
27. 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
Inverted Pyramid
Control
Layering
28. 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
Wayfinding
Depth of Processing
Placebo effect
29. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Fibonacci Sequence
Depth of Processing
Archetype
Form Follows Function
30. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Development Cycle
Attractiveness Bias
Closure
Mimicry
31. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Hierarchy
Hick's Law
Readability
32. Memory for recognizing things is better than memory for recalling things.
Confirmation
Control
Recognition over recall
Prospect-Refuge
33. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Hierarchy of Needs (Design)
Visibility
Proximity
Uniform Connectedness
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
35. 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
Mapping
80/20 Rule
Structural Forms
36. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Form Follows Function
Closure
Constraint
37. The usability of a system is improved when similar parts are expressed in similar ways.
Constancy
Layering
Consistency
Fibonacci Sequence
38. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Life Cycle
Confirmation
Gutenberg Diagram
Readability
39. A sequence of numbers in which each number is the sum of the preceding two.
Top- Down Lighting Bias
Fitts' Law
Mapping
Fibonacci Sequence
40. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Highlighting
Mnemonic Device
Archetype
Interference Effects
41. The use of pictorial images to improve the recognition and recall of signs and controls.
Gutenberg Diagram
Affordance
Iconic Representation
Performance Load
42. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Constancy
Gutenberg Diagram
Structural Forms
Signal- to- Noise Ratio
43. An attribute of an object that allows people to intuitively know how to use it
Attractiveness Bias
Affordance
Comparison
Picture Superiority Effect
44. A method of limiting the actions that can be performed on a system.
Hierarchy of Needs (Design)
Proximity
Hawthorne Effect
Constraint
45. The debgree to which prose can be understood - based on the complexity of words and sentences.
Rule of Thirds
Convergence
Constraint
Readability
46. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy of Needs (Design)
Accessibility
80/20 Rule
Comparison
47. 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
Figure-Ground Relationship
Rule of Thirds
Weakest Link
48. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Exposure Effect
Convergence
Performance Load
Comparison
49. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Constancy
Ockham's Razor
Convergence
Mimicry
50. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Affordance
Convergence
Iteration