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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 tendency to see objects and patterns as 3D when certain visual cues are present.
Law of Pragnanz
Three- Dimensional Projection
Performance vs. Preference
Garbage In - Garbage Out
2. A sequence of numbers in which each number is the sum of the preceding two.
Life Cycle
Modularity
Constraint
Fibonacci Sequence
3. Given a choice between functionally equivalent designs - the simplest design should be selected.
4. 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.
Face- ism Ratio
Savanna Preference
Five Hat Racks
Symmetry
5. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Proximity
Iteration
Inverted Pyramid
Control
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Exposure Effect
Iteration
Three- Dimensional Projection
Storytelling
7. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Symmetry
Normal Distribution
Pygmalion Effect
Prospect-Refuge
8. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Signal- to- Noise Ratio
Comparison
Threat detection
Highlighting
9. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Waist to Hip Ratio
Recognition over recall
Constraint
10. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Life Cycle
Progressive Disclosure
Fitts' Law
Development Cycle
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Shaping
80/20 Rule
Life Cycle
Five Hat Racks
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Errors
Inverted Pyramid
Form Follows Function
Mapping
13. 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.
Rosenthal Effect
Pygmalion Effect
Legibility
Hierarchy of Needs (Design)
14. The tendency for people to behave differently when they know they are being studied
Performance vs. Preference
Placebo effect
Expectation Effect
Hawthorne Effect
15. A process in which similar characteristics evolve independently in multiple systems.
Wayfinding
Convergence
Maslow's Hierarchy of Needs
Self- similarity
16. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Modularity
Readability
Inverted Pyramid
Demand Characteristics
17. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Inverted Pyramid
Development Cycle
Uniform Connectedness
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Top- Down Lighting Bias
Immersion
Iconic Representation
Three- Dimensional Projection
19. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Common Fate
Five Hat Racks
Consistency
20. An original model on which something is patterned
Cost-Benefit
Archetype
Demand Characteristics
Closure
21. Memory for recognizing things is better than memory for recalling things.
Uncertainty Principle
Storytelling
Good Continuation
Recognition over recall
22. Elements that are similar are perceived to be more related than elements that are dissimilar.
Errors
Waist to Hip Ratio
Comparison
Similarity
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
24. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Archetype
Fibonacci Sequence
Defensible Space
25. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Normal Distribution
Symmetry
Face- ism Ratio
Immersion
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
Depth of Processing
Most Average Facial Appearance Effect
Threat detection
Common Fate
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Self- similarity
Face- ism Ratio
Performance Load
Mapping
28. A ratio within the elements of a form - such as height to width - approximating 0.618.
Framing
Golden Ratio
Defensible Space
Demand Characteristics
29. The relative ease with which a destination - idea - or concept may be reached.
Scaling Fallacy
Accessibility
Mapping
Three- Dimensional Projection
30. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Confirmation
Uniform Connectedness
Entry Point
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Normal Distribution
Consistency
Redundancy
32. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Uncertainty Principle
Waist to Hip Ratio
Accessibility
33. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Gutenberg Diagram
Uniform Connectedness
Halo Effect
Fitts' Law
34. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Performance vs. Preference
Classical Conditioning
Recognition over recall
35. 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.
Depth of Processing
Constraint
Defensible Space
Mapping
36. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Figure-Ground Relationship
Layering
Defensible Space
Signal- to- Noise Ratio
37. A property of visual equivalence among elements in a form.
Performance Load
Baby-Face Bias
Life Cycle
Symmetry
38. 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
Mapping
Pygmalion Effect
Top- Down Lighting Bias
39. The tendency for people to perform better or worse based on the expectations of another.
Uncertainty Principle
Pygmalion Effect
Waist to Hip Ratio
Cost-Benefit
40. 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.
Mental Model
Feedback Loop
Law of Pragnanz
Hick's Law
41. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Affordance
Life Cycle
Closure
Similarity
42. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Readability
Scaling Fallacy
Self- similarity
Forgiveness
43. An action or ommission of action yielding an unintended result.
Iconic Representation
Feedback Loop
Alignment
Errors
44. The usability of a system is improved when similar parts are expressed in similar ways.
80/20 Rule
Garbage In - Garbage Out
Consistency
Entry Point
45. 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.
Forgiveness
Waist to Hip Ratio
Wayfinding
Mimicry
46. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Rule of Thirds
Most Average Facial Appearance Effect
Storytelling
47. Patients experience treatment effects based on their belief that a treatment will work.
Depth of Processing
Pygmalion Effect
Fibonacci Sequence
Placebo effect
48. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Development Cycle
Expectation Effect
Symmetry
49. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Convergence
Satisficing
Classical Conditioning
Demand Characteristics
50. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mimicry
Constraint
Inverted Pyramid
Readability