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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 phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Inverted Pyramid
Confirmation
Hawthorne Effect
Interference Effects
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Mnemonic Device
Figure-Ground Relationship
Life Cycle
Rule of Thirds
3. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Comparison
Signal- to- Noise Ratio
Defensible Space
Serial Position Effects
4. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Scaling Fallacy
Constraint
Mimicry
Gutenberg Diagram
5. People understand and interact with systems and environments based on mental representations developed from experience.
Five Hat Racks
Cognitive Dissonance
Mental Model
Iteration
6. 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
Affordance
Consistency
Serial Position Effects
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Weakest Link
Hawthorne Effect
Law of Pragnanz
Entry Point
8. A method of limiting the actions that can be performed on a system.
Constraint
Signal- to- Noise Ratio
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
9. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Fitts' Law
Iteration
Mimicry
Signal- to- Noise Ratio
10. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Operant Conditioning
Alignment
Halo Effect
Satisficing
11. 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)
Signal- to- Noise Ratio
Archetype
Structural Forms
Scaling Fallacy
12. 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
Halo Effect
Fitts' Law
Five Hat Racks
13. Given a choice between functionally equivalent designs - the simplest design should be selected.
14. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Confirmation
Comparison
Form Follows Function
Affordance
15. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Interference Effects
Feedback Loop
Satisficing
16. A process of repeating a set of operation until a specific result is achieved.
Highlighting
Iteration
Iconic Representation
Similarity
17. Pictures are remembered better than words.
Recognition over recall
Face- ism Ratio
Picture Superiority Effect
Control
18. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Threat detection
Face- ism Ratio
Iconic Representation
Development Cycle
19. Elements that are close together are percieved to be more related than elements that are farther apart.
Development Cycle
Proximity
Classical Conditioning
Constraint
20. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Halo Effect
Good Continuation
Self- similarity
Threat detection
21. 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
Form Follows Function
Face- ism Ratio
Self- similarity
22. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Structural Forms
Savanna Preference
Exposure Effect
Feedback Loop
23. 80% of the effects generated by any large system are caused by 20% of the variables.
Weakest Link
Redundancy
Placebo effect
80/20 Rule
24. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Cost-Benefit
Development Cycle
Depth of Processing
Golden Ratio
25. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Law of Pragnanz
Expectation Effect
Framing
26. 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
Mental Model
Common Fate
Layering
Errors
27. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Shaping
Affordance
Normal Distribution
Mnemonic Device
28. An action or ommission of action yielding an unintended result.
Cognitive Dissonance
Interference Effects
Von Restorff Effect
Errors
29. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Mapping
Layering
Savanna Preference
Comparison
30. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Exposure Effect
Signal- to- Noise Ratio
Hick's Law
31. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Factor of Safety
Archetype
Comparison
Immersion
32. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Good Continuation
Hawthorne Effect
Control
Progressive Disclosure
33. A tendency to see objects and patterns as 3D when certain visual cues are present.
Classical Conditioning
Three- Dimensional Projection
Baby-Face Bias
Inverted Pyramid
34. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Mapping
Von Restorff Effect
Hawthorne Effect
35. 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.
Savanna Preference
Life Cycle
Most Average Facial Appearance Effect
Mental Model
36. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Inverted Pyramid
Immersion
Picture Superiority Effect
37. A technique for bringing attention to an area of text or image.
Iconic Representation
Self- similarity
Uncertainty Principle
Highlighting
38. 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)
Accessibility
Weakest Link
Control
39. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Archetype
Similarity
Law of Pragnanz
Visibility
40. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Comparison
Common Fate
Confirmation
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Alignment
Prospect-Refuge
Threat detection
42. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Flexibility-Usability Tradeoff
Attractiveness Bias
Visibility
Hierarchy
43. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Shaping
Convergence
Baby-Face Bias
44. A process in which similar characteristics evolve independently in multiple systems.
Serial Position Effects
Convergence
Mnemonic Device
Baby-Face Bias
45. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Maslow's Hierarchy of Needs
Picture Superiority Effect
Confirmation
Von Restorff Effect
46. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Closure
Comparison
Fitts' Law
Attractiveness Bias
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Mental Model
Life Cycle
Proximity
Mimicry
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Most Average Facial Appearance Effect
Hawthorne Effect
Operant Conditioning
Golden Ratio
49. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Errors
Uniform Connectedness
Depth of Processing
Visibility
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Normal Distribution
Inverted Pyramid
Von Restorff Effect
Expectation Effect