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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 time required to move to a target is a function of the target size and distance to the target.
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2. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Fibonacci Sequence
Form Follows Function
Immersion
Hierarchy
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Fitts' Law
Ockham's Razor
Alignment
Similarity
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Highlighting
Proximity
Iteration
Garbage In - Garbage Out
5. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Errors
Structural Forms
Self- similarity
Prospect-Refuge
6. An attribute of an object that allows people to intuitively know how to use it
Operant Conditioning
Modularity
Affordance
Errors
7. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Entry Point
Law of Pragnanz
Halo Effect
Uniform Connectedness
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Alignment
Baby-Face Bias
Mimicry
9. 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.
Mental Model
Redundancy
Life Cycle
Mapping
10. 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)
Scaling Fallacy
Law of Pragnanz
Performance Load
Visibility
11. The process of using spatial and environmental information to navigate to a destination.
Flexibility-Usability Tradeoff
Orientation Sensitivity
Mimicry
Wayfinding
12. As the flexiblity of a system increases - its usability decreases.
Halo Effect
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Forgiveness
13. 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.
Structural Forms
Proximity
Waist to Hip Ratio
Feedback Loop
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Face- ism Ratio
Highlighting
Development Cycle
Depth of Processing
15. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Exposure Effect
Forgiveness
Depth of Processing
Iconic Representation
16. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Flexibility-Usability Tradeoff
Hierarchy
Rule of Thirds
Figure-Ground Relationship
17. Teachers treat students differently based on their expectations of how students will perform.
Common Fate
Exposure Effect
Rosenthal Effect
Readability
18. An action or ommission of action yielding an unintended result.
Feedback Loop
Errors
Storytelling
Archetype
19. 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.
Feedback Loop
Uniform Connectedness
Self- similarity
Legibility
20. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Operant Conditioning
Storytelling
Confirmation
Weakest Link
21. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Fitts' Law
Life Cycle
Expectation Effect
22. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Baby-Face Bias
Similarity
Legibility
Law of Pragnanz
23. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Form Follows Function
Top- Down Lighting Bias
Prototyping
Archetype
24. 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
Self- similarity
Cost-Benefit
Attractiveness Bias
25. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Constancy
Symmetry
Wayfinding
26. 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.
Chunking
Savanna Preference
Five Hat Racks
Modularity
27. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Signal- to- Noise Ratio
Entry Point
Gutenberg Diagram
Weakest Link
28. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Self- similarity
Exposure Effect
Law of Pragnanz
Control
29. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Savanna Preference
Picture Superiority Effect
Baby-Face Bias
30. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Picture Superiority Effect
Classical Conditioning
Constancy
31. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Garbage In - Garbage Out
Closure
Progressive Disclosure
Exposure Effect
32. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Hierarchy of Needs (Design)
Threat detection
Form Follows Function
Accessibility
33. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Most Average Facial Appearance Effect
Mnemonic Device
Modularity
Convergence
34. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Iconic Representation
Good Continuation
Fitts' Law
35. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Alignment
Baby-Face Bias
Development Cycle
Recognition over recall
36. The debgree to which prose can be understood - based on the complexity of words and sentences.
Defensible Space
Readability
Alignment
Comparison
37. 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.
Alignment
Form Follows Function
Chunking
Maslow's Hierarchy of Needs
38. A technique for bringing attention to an area of text or image.
Mimicry
Defensible Space
Garbage In - Garbage Out
Highlighting
39. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mapping
Prospect-Refuge
Chunking
Mimicry
40. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Control
Golden Ratio
80/20 Rule
41. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Iconic Representation
Performance vs. Preference
Scaling Fallacy
Rule of Thirds
42. A process in which similar characteristics evolve independently in multiple systems.
Affordance
Convergence
Accessibility
Interference Effects
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Comparison
Constancy
Legibility
44. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Five Hat Racks
Hierarchy
Symmetry
45. 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.
Placebo effect
Mental Model
Serial Position Effects
Top- Down Lighting Bias
46. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Legibility
Weakest Link
Proximity
47. Given a choice between functionally equivalent designs - the simplest design should be selected.
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48. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Framing
Errors
Demand Characteristics
49. 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
Proximity
Recognition over recall
Orientation Sensitivity
50. 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
Mnemonic Device
Shaping
Face- ism Ratio