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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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Proximity
Prospect-Refuge
Similarity
Serial Position Effects
2. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Affordance
Development Cycle
Readability
Control
3. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Golden Ratio
Self- similarity
Five Hat Racks
4. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Halo Effect
Iteration
Performance vs. Preference
Mnemonic Device
5. The tendency for people to perform better or worse based on the expectations of another.
Constraint
Form Follows Function
Pygmalion Effect
Factor of Safety
6. A technique that influences decision making and judgement by manipulating the way information is presented.
Golden Ratio
Weakest Link
Prototyping
Framing
7. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Immersion
Normal Distribution
Top- Down Lighting Bias
8. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Orientation Sensitivity
Symmetry
Legibility
Face- ism Ratio
9. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Iconic Representation
Hick's Law
Affordance
Von Restorff Effect
10. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Serial Position Effects
Pygmalion Effect
Closure
11. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Rule of Thirds
Prototyping
Self- similarity
Good Continuation
12. 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
Three- Dimensional Projection
Exposure Effect
Rosenthal Effect
13. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Signal- to- Noise Ratio
Scaling Fallacy
Cognitive Dissonance
14. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Framing
Law of Pragnanz
Storytelling
Savanna Preference
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Symmetry
Classical Conditioning
Attractiveness Bias
Hierarchy of Needs (Design)
16. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Good Continuation
Threat detection
Mnemonic Device
Rule of Thirds
17. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Shaping
Comparison
Weakest Link
18. The quality of system output is dependent on the quality of system input.
Von Restorff Effect
Garbage In - Garbage Out
Three- Dimensional Projection
Hawthorne Effect
19. The relative ease with which a destination - idea - or concept may be reached.
Entry Point
Rosenthal Effect
Accessibility
Confirmation
20. 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.
Flexibility-Usability Tradeoff
Hierarchy
Most Average Facial Appearance Effect
Good Continuation
21. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Framing
Threat detection
Uniform Connectedness
Closure
22. A sequence of numbers in which each number is the sum of the preceding two.
Rosenthal Effect
Fibonacci Sequence
Framing
Affordance
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Progressive Disclosure
Prototyping
Figure-Ground Relationship
Accessibility
25. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Visibility
Life Cycle
Figure-Ground Relationship
Classical Conditioning
26. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Development Cycle
Scaling Fallacy
Hierarchy
Inverted Pyramid
27. A process of repeating a set of operation until a specific result is achieved.
Gutenberg Diagram
Prototyping
Iteration
Visibility
28. A process in which similar characteristics evolve independently in multiple systems.
Layering
Baby-Face Bias
Serial Position Effects
Convergence
29. 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?)
Cost-Benefit
Entry Point
Common Fate
Legibility
30. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Iteration
Fibonacci Sequence
Uncertainty Principle
Forgiveness
31. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Three- Dimensional Projection
Satisficing
Rosenthal Effect
32. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Comparison
Five Hat Racks
Serial Position Effects
Performance Load
33. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Savanna Preference
Garbage In - Garbage Out
Progressive Disclosure
34. A property in which a form is made up of parts similar to the whole or to one another.
Iconic Representation
Self- similarity
Errors
Three- Dimensional Projection
35. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Uncertainty Principle
Symmetry
Cost-Benefit
36. 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.
Alignment
Development Cycle
Prospect-Refuge
Savanna Preference
37. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Rule of Thirds
Alignment
Self- similarity
Orientation Sensitivity
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Serial Position Effects
Satisficing
Similarity
Recognition over recall
39. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Highlighting
Closure
Demand Characteristics
Storytelling
40. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Top- Down Lighting Bias
Rosenthal Effect
Consistency
Alignment
41. An attribute of an object that allows people to intuitively know how to use it
Placebo effect
Fitts' Law
Affordance
Common Fate
42. Pictures are remembered better than words.
Constancy
Von Restorff Effect
Five Hat Racks
Picture Superiority Effect
43. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Development Cycle
80/20 Rule
Satisficing
44. 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.
Placebo effect
Uncertainty Principle
Hierarchy of Needs (Design)
Fibonacci Sequence
45. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Structural Forms
Halo Effect
Interference Effects
Law of Pragnanz
46. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Rule of Thirds
Redundancy
Framing
Most Average Facial Appearance Effect
47. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Development Cycle
Hick's Law
Factor of Safety
Expectation Effect
48. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Forgiveness
Flexibility-Usability Tradeoff
Operant Conditioning
49. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Waist to Hip Ratio
Consistency
Closure
Comparison
50. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Golden Ratio
Alignment
Performance Load
Legibility