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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. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Constancy
Prospect-Refuge
Mnemonic Device
Framing
2. 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
Form Follows Function
Life Cycle
Orientation Sensitivity
3. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Wayfinding
Weakest Link
Orientation Sensitivity
Forgiveness
4. The usability of a system is improved when its status and methods of use are clearly visible.
Operant Conditioning
Visibility
Hierarchy
Shaping
5. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mapping
Constancy
Proximity
Exposure Effect
6. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Mnemonic Device
Operant Conditioning
Layering
Prototyping
7. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Satisficing
Hierarchy
Inverted Pyramid
Immersion
8. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hawthorne Effect
Interference Effects
Feedback Loop
Exposure Effect
9. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Rule of Thirds
Progressive Disclosure
Redundancy
10. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Weakest Link
Consistency
Legibility
Satisficing
11. A process in which similar characteristics evolve independently in multiple systems.
Most Average Facial Appearance Effect
Self- similarity
Convergence
Golden Ratio
12. 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.
Comparison
Three- Dimensional Projection
Hierarchy of Needs (Design)
Hawthorne Effect
13. As the flexiblity of a system increases - its usability decreases.
Entry Point
Normal Distribution
Mapping
Flexibility-Usability Tradeoff
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Recognition over recall
Control
Self- similarity
15. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Feedback Loop
Layering
Waist to Hip Ratio
16. Elements that are close together are percieved to be more related than elements that are farther apart.
Attractiveness Bias
Proximity
Recognition over recall
Affordance
17. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Readability
Signal- to- Noise Ratio
Storytelling
Von Restorff Effect
18. An action or ommission of action yielding an unintended result.
Threat detection
Form Follows Function
Errors
Affordance
19. A ratio within the elements of a form - such as height to width - approximating 0.618.
Entry Point
Visibility
Golden Ratio
Top- Down Lighting Bias
20. 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
Hierarchy of Needs (Design)
Common Fate
Halo Effect
Picture Superiority Effect
21. 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.
Satisficing
Cognitive Dissonance
Fitts' Law
Chunking
22. Memory for recognizing things is better than memory for recalling things.
Uniform Connectedness
Immersion
Factor of Safety
Recognition over recall
23. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Similarity
Uniform Connectedness
Alignment
24. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Entry Point
Five Hat Racks
Confirmation
Alignment
25. Patients experience treatment effects based on their belief that a treatment will work.
Visibility
Alignment
Golden Ratio
Placebo effect
26. The use of pictorial images to improve the recognition and recall of signs and controls.
Classical Conditioning
Visibility
Iconic Representation
Ockham's Razor
27. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Common Fate
Classical Conditioning
Signal- to- Noise Ratio
Face- ism Ratio
28. 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.
Placebo effect
Weakest Link
Redundancy
Mental Model
29. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Constraint
Iconic Representation
Hierarchy of Needs (Design)
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Immersion
Constraint
Classical Conditioning
Life Cycle
31. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Uncertainty Principle
Serial Position Effects
Iteration
32. People understand and interact with systems and environments based on mental representations developed from experience.
Iconic Representation
Chunking
Mental Model
Prospect-Refuge
33. 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.)
Storytelling
Expectation Effect
Consistency
Prospect-Refuge
34. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Savanna Preference
Face- ism Ratio
Development Cycle
Structural Forms
35. 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.
Layering
Good Continuation
Errors
Visibility
36. A technique that influences decision making and judgement by manipulating the way information is presented.
Feedback Loop
Ockham's Razor
Constancy
Framing
37. The time required to move to a target is a function of the target size and distance to the target.
38. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Recognition over recall
Alignment
Entry Point
Form Follows Function
39. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Flexibility-Usability Tradeoff
Hierarchy
Prospect-Refuge
Shaping
40. A sequence of numbers in which each number is the sum of the preceding two.
Comparison
Fibonacci Sequence
Picture Superiority Effect
Waist to Hip Ratio
41. A method of limiting the actions that can be performed on a system.
Modularity
Archetype
Constraint
Highlighting
42. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Archetype
Satisficing
Forgiveness
Mental Model
43. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Proximity
Accessibility
Control
44. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Common Fate
Law of Pragnanz
Life Cycle
Mimicry
45. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Consistency
Serial Position Effects
Iteration
46. A tendency to see objects and patterns as 3D when certain visual cues are present.
Interference Effects
Three- Dimensional Projection
Satisficing
Rosenthal Effect
47. An attribute of an object that allows people to intuitively know how to use it
Von Restorff Effect
Savanna Preference
Affordance
80/20 Rule
48. A technique for bringing attention to an area of text or image.
Cost-Benefit
Highlighting
Flexibility-Usability Tradeoff
Placebo effect
49. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Three- Dimensional Projection
Consistency
Chunking
50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Cost-Benefit
Shaping
Hick's Law
Wayfinding