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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 ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Progressive Disclosure
Face- ism Ratio
Law of Pragnanz
Threat detection
2. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Immersion
Alignment
Storytelling
3. 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
Satisficing
Readability
Interference Effects
Common Fate
4. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Consistency
Form Follows Function
Inverted Pyramid
Fitts' Law
5. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Affordance
Symmetry
Top- Down Lighting Bias
Wayfinding
6. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Defensible Space
Von Restorff Effect
Accessibility
Law of Pragnanz
7. A tendency to see objects and patterns as 3D when certain visual cues are present.
Chunking
Placebo effect
Development Cycle
Three- Dimensional Projection
8. Elements that are close together are percieved to be more related than elements that are farther apart.
Threat detection
Alignment
Life Cycle
Proximity
9. The quality of system output is dependent on the quality of system input.
Affordance
Expectation Effect
Garbage In - Garbage Out
Constancy
10. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Iteration
Readability
Constraint
11. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Self- similarity
Weakest Link
Pygmalion Effect
Scaling Fallacy
12. The relative ease with which a destination - idea - or concept may be reached.
Shaping
Prospect-Refuge
Common Fate
Accessibility
13. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Control
Serial Position Effects
Recognition over recall
Satisficing
14. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Signal- to- Noise Ratio
Exposure Effect
Halo Effect
Prototyping
15. 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)
Waist to Hip Ratio
Depth of Processing
Classical Conditioning
16. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Performance vs. Preference
Confirmation
Iteration
Closure
17. 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.
Face- ism Ratio
Chunking
Garbage In - Garbage Out
Orientation Sensitivity
18. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Archetype
Development Cycle
Savanna Preference
Recognition over recall
19. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Hawthorne Effect
Shaping
Accessibility
Development Cycle
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Cost-Benefit
Constancy
Structural Forms
Prospect-Refuge
21. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Most Average Facial Appearance Effect
Storytelling
Framing
22. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy of Needs (Design)
Legibility
Five Hat Racks
Factor of Safety
23. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Prototyping
Von Restorff Effect
Operant Conditioning
Rule of Thirds
24. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Common Fate
Orientation Sensitivity
Hierarchy
Hawthorne Effect
26. 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)
Three- Dimensional Projection
Scaling Fallacy
Placebo effect
Development Cycle
27. 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?)
Golden Ratio
Convergence
Orientation Sensitivity
Cost-Benefit
28. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hierarchy
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
Depth of Processing
29. A sequence of numbers in which each number is the sum of the preceding two.
Fitts' Law
Fibonacci Sequence
Scaling Fallacy
Factor of Safety
30. Pictures are remembered better than words.
Savanna Preference
Picture Superiority Effect
Uncertainty Principle
Threat detection
31. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Hick's Law
Rule of Thirds
Constancy
Five Hat Racks
32. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Picture Superiority Effect
Recognition over recall
Gutenberg Diagram
Control
33. 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.
Demand Characteristics
Prototyping
Law of Pragnanz
Waist to Hip Ratio
34. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Classical Conditioning
Gutenberg Diagram
Uniform Connectedness
Five Hat Racks
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Most Average Facial Appearance Effect
Scaling Fallacy
Iteration
Figure-Ground Relationship
36. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Mapping
Baby-Face Bias
Orientation Sensitivity
37. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Performance vs. Preference
Five Hat Racks
Signal- to- Noise Ratio
38. 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.
Good Continuation
Similarity
Redundancy
Inverted Pyramid
39. 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.
Demand Characteristics
Feedback Loop
Common Fate
Weakest Link
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Threat detection
Wayfinding
Storytelling
80/20 Rule
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Waist to Hip Ratio
Prototyping
Mimicry
Satisficing
42. People understand and interact with systems and environments based on mental representations developed from experience.
Normal Distribution
Hierarchy of Needs (Design)
Mental Model
Iteration
43. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Top- Down Lighting Bias
Defensible Space
Prototyping
Scaling Fallacy
44. An action or ommission of action yielding an unintended result.
Errors
Control
Figure-Ground Relationship
Alignment
45. As the flexiblity of a system increases - its usability decreases.
Highlighting
Comparison
Performance vs. Preference
Flexibility-Usability Tradeoff
46. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Progressive Disclosure
Cognitive Dissonance
Pygmalion Effect
Similarity
47. Teachers treat students differently based on their expectations of how students will perform.
Wayfinding
Rosenthal Effect
Entry Point
Mnemonic Device
48. An attribute of an object that allows people to intuitively know how to use it
Uniform Connectedness
Serial Position Effects
Affordance
Demand Characteristics
49. An original model on which something is patterned
Affordance
Visibility
Archetype
Maslow's Hierarchy of Needs
50. 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.
Accessibility
Layering
Savanna Preference
Mnemonic Device