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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Rule of Thirds
Most Average Facial Appearance Effect
Five Hat Racks
Recognition over recall
2. The relative ease with which a destination - idea - or concept may be reached.
Life Cycle
Garbage In - Garbage Out
Constraint
Accessibility
3. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Flexibility-Usability Tradeoff
Satisficing
Control
Convergence
4. 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
80/20 Rule
Common Fate
Wayfinding
Interference Effects
5. 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.
Mapping
Constancy
Signal- to- Noise Ratio
80/20 Rule
6. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Comparison
Chunking
Entry Point
7. A ratio within the elements of a form - such as height to width - approximating 0.618.
Hierarchy of Needs (Design)
Shaping
Golden Ratio
Rule of Thirds
8. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Waist to Hip Ratio
Highlighting
Archetype
9. 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)
Satisficing
Comparison
Alignment
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Halo Effect
Constraint
Progressive Disclosure
11. A method of limiting the actions that can be performed on a system.
Picture Superiority Effect
Constraint
Visibility
Figure-Ground Relationship
12. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Law of Pragnanz
Hawthorne Effect
Development Cycle
Fitts' Law
13. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Depth of Processing
Uniform Connectedness
Top- Down Lighting Bias
Errors
14. The process of using spatial and environmental information to navigate to a destination.
Form Follows Function
Wayfinding
Mapping
Shaping
15. 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
Legibility
Forgiveness
Constraint
16. 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.
Scaling Fallacy
Weakest Link
Accessibility
Good Continuation
17. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Depth of Processing
Good Continuation
Five Hat Racks
18. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Expectation Effect
Development Cycle
Attractiveness Bias
Threat detection
19. Teachers treat students differently based on their expectations of how students will perform.
Mnemonic Device
Gutenberg Diagram
Rosenthal Effect
Orientation Sensitivity
20. A property of visual equivalence among elements in a form.
Figure-Ground Relationship
Symmetry
Redundancy
Inverted Pyramid
21. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Placebo effect
Redundancy
Performance vs. Preference
Top- Down Lighting Bias
22. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Redundancy
Symmetry
Common Fate
Face- ism Ratio
23. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Legibility
Storytelling
Control
Visibility
24. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Pygmalion Effect
Convergence
Confirmation
Operant Conditioning
25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Threat detection
Hierarchy of Needs (Design)
Confirmation
Orientation Sensitivity
26. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Baby-Face Bias
Mimicry
Forgiveness
27. 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.
Constraint
Chunking
Demand Characteristics
Modularity
28. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Alignment
Fibonacci Sequence
Mental Model
29. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Cognitive Dissonance
Interference Effects
Feedback Loop
Affordance
30. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Inverted Pyramid
Similarity
Baby-Face Bias
Life Cycle
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Savanna Preference
Attractiveness Bias
Performance Load
Halo Effect
32. 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.
Similarity
Feedback Loop
Baby-Face Bias
Threat detection
33. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hierarchy
Uncertainty Principle
Satisficing
Operant Conditioning
34. A tendency to see objects and patterns as 3D when certain visual cues are present.
Good Continuation
Mental Model
Performance vs. Preference
Three- Dimensional Projection
35. The time required to move to a target is a function of the target size and distance to the target.
36. 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?)
Readability
Defensible Space
Cost-Benefit
Self- similarity
37. An original model on which something is patterned
Hick's Law
Confirmation
Cognitive Dissonance
Archetype
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Placebo effect
Consistency
Modularity
39. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Mental Model
Chunking
Mimicry
Entry Point
40. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Uncertainty Principle
Modularity
Attractiveness Bias
Closure
41. A technique for bringing attention to an area of text or image.
Highlighting
Mapping
Fitts' Law
Signal- to- Noise Ratio
42. Patients experience treatment effects based on their belief that a treatment will work.
Immersion
Placebo effect
Expectation Effect
Prototyping
43. 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)
Proximity
Scaling Fallacy
Demand Characteristics
Waist to Hip Ratio
44. The use of pictorial images to improve the recognition and recall of signs and controls.
Face- ism Ratio
Iconic Representation
Legibility
Satisficing
45. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Control
Performance Load
Von Restorff Effect
Redundancy
46. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Classical Conditioning
Accessibility
Wayfinding
Prospect-Refuge
47. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Rule of Thirds
Classical Conditioning
Forgiveness
Uniform Connectedness
48. The usability of a system is improved when similar parts are expressed in similar ways.
Five Hat Racks
Mnemonic Device
Consistency
Picture Superiority Effect
49. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Prototyping
Modularity
Mental Model
Inverted Pyramid
50. Given a choice between functionally equivalent designs - the simplest design should be selected.