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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 technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cognitive Dissonance
Forgiveness
Rule of Thirds
Redundancy
2. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Waist to Hip Ratio
Mapping
Demand Characteristics
3. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mnemonic Device
Fibonacci Sequence
Interference Effects
Mapping
4. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Constraint
Orientation Sensitivity
Performance Load
Von Restorff Effect
5. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Entry Point
Shaping
Hierarchy
Layering
6. The time required to move to a target is a function of the target size and distance to the target.
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Hierarchy of Needs (Design)
Storytelling
Similarity
Picture Superiority Effect
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Constraint
Hierarchy
Uniform Connectedness
Signal- to- Noise Ratio
9. 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.
Chunking
Consistency
Errors
Picture Superiority Effect
10. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Forgiveness
Form Follows Function
Uncertainty Principle
Archetype
11. The use of pictorial images to improve the recognition and recall of signs and controls.
Fibonacci Sequence
Common Fate
Structural Forms
Iconic Representation
12. Patients experience treatment effects based on their belief that a treatment will work.
80/20 Rule
Common Fate
Forgiveness
Placebo effect
13. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Affordance
Form Follows Function
Progressive Disclosure
14. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Ockham's Razor
Form Follows Function
Rosenthal Effect
15. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Hawthorne Effect
Orientation Sensitivity
Expectation Effect
16. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Forgiveness
Ockham's Razor
Alignment
Picture Superiority Effect
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
18. 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?)
Progressive Disclosure
Cost-Benefit
Shaping
Mapping
19. 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.
Law of Pragnanz
Satisficing
Hierarchy of Needs (Design)
Performance Load
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
Common Fate
Uniform Connectedness
Interference Effects
Uncertainty Principle
21. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Five Hat Racks
Figure-Ground Relationship
Convergence
Progressive Disclosure
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Errors
Similarity
Most Average Facial Appearance Effect
Good Continuation
23. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Face- ism Ratio
Development Cycle
Archetype
Constancy
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Prospect-Refuge
Cognitive Dissonance
Legibility
Hick's Law
25. 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.
Signal- to- Noise Ratio
Waist to Hip Ratio
Prospect-Refuge
Mapping
26. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Uniform Connectedness
Demand Characteristics
Maslow's Hierarchy of Needs
Cost-Benefit
27. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Three- Dimensional Projection
Attractiveness Bias
Interference Effects
Good Continuation
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.
80/20 Rule
Redundancy
Similarity
Forgiveness
29. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Savanna Preference
Control
Storytelling
Depth of Processing
30. Elements that are similar are perceived to be more related than elements that are dissimilar.
Constraint
Similarity
Recognition over recall
Classical Conditioning
31. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Serial Position Effects
Performance vs. Preference
Iconic Representation
32. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Golden Ratio
Fibonacci Sequence
Garbage In - Garbage Out
33. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Form Follows Function
Mimicry
Mapping
Mental Model
34. A technique that influences decision making and judgement by manipulating the way information is presented.
Iconic Representation
Hierarchy of Needs (Design)
Entry Point
Framing
35. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Constancy
Forgiveness
Life Cycle
36. The time it takes to make a decision increases as the number of alternatives increases.
37. A process in which similar characteristics evolve independently in multiple systems.
Wayfinding
Progressive Disclosure
Rule of Thirds
Convergence
38. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Affordance
Picture Superiority Effect
Halo Effect
Archetype
39. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Serial Position Effects
Face- ism Ratio
Placebo effect
40. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Framing
Life Cycle
Factor of Safety
41. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Interference Effects
Hawthorne Effect
Constancy
42. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Common Fate
Recognition over recall
Fitts' Law
Law of Pragnanz
43. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Hick's Law
Satisficing
Progressive Disclosure
Life Cycle
44. The process of using spatial and environmental information to navigate to a destination.
Rosenthal Effect
Wayfinding
Errors
Accessibility
45. The quality of system output is dependent on the quality of system input.
Proximity
Factor of Safety
Mimicry
Garbage In - Garbage Out
46. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Halo Effect
Waist to Hip Ratio
Modularity
Flexibility-Usability Tradeoff
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Fibonacci Sequence
Affordance
Exposure Effect
48. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
49. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Hick's Law
Progressive Disclosure
Uniform Connectedness
Five Hat Racks
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Visibility
Fitts' Law
Framing