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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 distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Immersion
Consistency
Cognitive Dissonance
Shaping
2. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Top- Down Lighting Bias
Waist to Hip Ratio
Prototyping
Gutenberg Diagram
3. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Placebo effect
Prospect-Refuge
Normal Distribution
Iconic Representation
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Affordance
Proximity
Interference Effects
Errors
5. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Accessibility
Orientation Sensitivity
Top- Down Lighting Bias
6. A process in which similar characteristics evolve independently in multiple systems.
Control
Accessibility
Convergence
Defensible Space
7. Pictures are remembered better than words.
Structural Forms
Golden Ratio
Picture Superiority Effect
Fitts' Law
8. 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.
Figure-Ground Relationship
Rule of Thirds
Redundancy
Scaling Fallacy
9. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Constancy
Closure
Normal Distribution
Affordance
10. The debgree to which prose can be understood - based on the complexity of words and sentences.
Immersion
Fibonacci Sequence
Readability
Weakest Link
11. 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.
Interference Effects
Constraint
Prototyping
Mapping
12. 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
Control
Convergence
Exposure Effect
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Storytelling
Classical Conditioning
Wayfinding
Readability
14. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Errors
Orientation Sensitivity
Development Cycle
Progressive Disclosure
15. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Signal- to- Noise Ratio
Operant Conditioning
Form Follows Function
Legibility
16. A ratio within the elements of a form - such as height to width - approximating 0.618.
Performance Load
Golden Ratio
Closure
Recognition over recall
17. An attribute of an object that allows people to intuitively know how to use it
Rosenthal Effect
Baby-Face Bias
Affordance
Serial Position Effects
18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Form Follows Function
Fitts' Law
Fibonacci Sequence
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Consistency
Storytelling
Inverted Pyramid
Similarity
20. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Good Continuation
Chunking
Weakest Link
Mapping
21. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Figure-Ground Relationship
Mental Model
Signal- to- Noise Ratio
Gutenberg Diagram
22. 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.
Life Cycle
Exposure Effect
Hierarchy of Needs (Design)
Constancy
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Immersion
Most Average Facial Appearance Effect
Form Follows Function
24. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Wayfinding
Placebo effect
Prototyping
Performance Load
25. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Expectation Effect
Most Average Facial Appearance Effect
Layering
Control
26. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Savanna Preference
Figure-Ground Relationship
Weakest Link
Modularity
28. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Affordance
Face- ism Ratio
Cost-Benefit
Closure
29. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Von Restorff Effect
Maslow's Hierarchy of Needs
Modularity
Constancy
30. Memory for recognizing things is better than memory for recalling things.
Layering
Mimicry
Recognition over recall
Control
31. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Baby-Face Bias
Entry Point
Picture Superiority Effect
Affordance
32. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Life Cycle
Alignment
Hierarchy
Baby-Face Bias
33. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Good Continuation
Waist to Hip Ratio
Depth of Processing
Interference Effects
34. As the flexiblity of a system increases - its usability decreases.
Confirmation
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
Factor of Safety
35. 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.
Entry Point
Readability
Waist to Hip Ratio
Performance Load
36. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Iconic Representation
Life Cycle
Rosenthal Effect
Cognitive Dissonance
37. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Development Cycle
Highlighting
Forgiveness
Symmetry
38. The relative ease with which a destination - idea - or concept may be reached.
Constraint
Redundancy
Cost-Benefit
Accessibility
39. The time it takes to make a decision increases as the number of alternatives increases.
40. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Depth of Processing
Inverted Pyramid
Rosenthal Effect
41. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Forgiveness
Von Restorff Effect
Entry Point
42. 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)
80/20 Rule
Scaling Fallacy
Layering
Cost-Benefit
43. 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?)
Iteration
Law of Pragnanz
Cost-Benefit
Good Continuation
44. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Readability
Rule of Thirds
Attractiveness Bias
45. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Development Cycle
Five Hat Racks
Normal Distribution
Symmetry
46. An action or ommission of action yielding an unintended result.
Uncertainty Principle
Wayfinding
Errors
Comparison
47. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Hierarchy
Mapping
Progressive Disclosure
48. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Entry Point
Picture Superiority Effect
Rosenthal Effect
Legibility
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Mimicry
Errors
Shaping
Forgiveness
50. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Confirmation
Storytelling
Cost-Benefit
Closure