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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 method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Attractiveness Bias
Operant Conditioning
Affordance
2. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Savanna Preference
Mimicry
Hierarchy
Orientation Sensitivity
3. 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
Law of Pragnanz
Depth of Processing
Von Restorff Effect
4. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Cognitive Dissonance
Hierarchy
Face- ism Ratio
5. A property of visual equivalence among elements in a form.
Gutenberg Diagram
Symmetry
Closure
Ockham's Razor
6. Patients experience treatment effects based on their belief that a treatment will work.
Similarity
Hierarchy
Placebo effect
Von Restorff Effect
7. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Picture Superiority Effect
Archetype
Inverted Pyramid
Threat detection
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Alignment
Signal- to- Noise Ratio
Layering
Top- Down Lighting Bias
9. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Immersion
Operant Conditioning
Errors
Interference Effects
10. The time it takes to make a decision increases as the number of alternatives increases.
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11. The time required to move to a target is a function of the target size and distance to the target.
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12. 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.
Serial Position Effects
Uncertainty Principle
Confirmation
Errors
13. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Framing
Self- similarity
Life Cycle
Scaling Fallacy
14. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Redundancy
Rule of Thirds
Consistency
Wayfinding
15. 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
Constancy
Garbage In - Garbage Out
Modularity
16. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Law of Pragnanz
Expectation Effect
Iteration
Iconic Representation
17. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Closure
Similarity
Symmetry
Entry Point
18. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Savanna Preference
Gutenberg Diagram
Closure
Hawthorne Effect
19. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Normal Distribution
Life Cycle
Halo Effect
Mapping
20. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Closure
Life Cycle
Depth of Processing
Rosenthal Effect
21. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Mnemonic Device
Signal- to- Noise Ratio
Demand Characteristics
Inverted Pyramid
22. The process of using spatial and environmental information to navigate to a destination.
Top- Down Lighting Bias
Wayfinding
Fibonacci Sequence
Feedback Loop
23. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Closure
Law of Pragnanz
Layering
24. 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.
Satisficing
Classical Conditioning
Good Continuation
Common Fate
25. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Similarity
Shaping
Signal- to- Noise Ratio
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
Rosenthal Effect
Self- similarity
Development Cycle
Common Fate
27. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Performance Load
Most Average Facial Appearance Effect
Factor of Safety
Constraint
28. 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
Cognitive Dissonance
Mimicry
Satisficing
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Hierarchy of Needs (Design)
Progressive Disclosure
80/20 Rule
Consistency
30. 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.
Control
Redundancy
Figure-Ground Relationship
Face- ism Ratio
31. A method of limiting the actions that can be performed on a system.
Constraint
Maslow's Hierarchy of Needs
Garbage In - Garbage Out
Errors
32. A tendency to see objects and patterns as 3D when certain visual cues are present.
Cost-Benefit
Mimicry
Three- Dimensional Projection
Figure-Ground Relationship
33. The usability of a system is improved when its status and methods of use are clearly visible.
Law of Pragnanz
Weakest Link
Threat detection
Visibility
34. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Fibonacci Sequence
Serial Position Effects
Fitts' Law
Top- Down Lighting Bias
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Highlighting
Chunking
Feedback Loop
Alignment
36. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Three- Dimensional Projection
Golden Ratio
Storytelling
Fibonacci Sequence
37. 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.
Signal- to- Noise Ratio
Hierarchy of Needs (Design)
Orientation Sensitivity
Waist to Hip Ratio
38. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Golden Ratio
Figure-Ground Relationship
Progressive Disclosure
Exposure Effect
39. The tendency for people to behave differently when they know they are being studied
Top- Down Lighting Bias
Hawthorne Effect
Classical Conditioning
Mapping
40. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Closure
Accessibility
Prototyping
41. 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.
Form Follows Function
Halo Effect
Performance Load
Chunking
42. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Affordance
Symmetry
Form Follows Function
Figure-Ground Relationship
43. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Pygmalion Effect
Common Fate
Structural Forms
44. As the flexiblity of a system increases - its usability decreases.
Entry Point
Flexibility-Usability Tradeoff
Prototyping
Attractiveness Bias
45. The tendency for people to perform better or worse based on the expectations of another.
Highlighting
Five Hat Racks
Pygmalion Effect
Fibonacci Sequence
46. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Immersion
Rosenthal Effect
Prototyping
Hick's Law
47. A technique that influences decision making and judgement by manipulating the way information is presented.
Affordance
Accessibility
Mimicry
Framing
48. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Serial Position Effects
Prospect-Refuge
Wayfinding
Golden Ratio
49. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Savanna Preference
Affordance
Halo Effect
Performance Load
50. 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)
Alignment
Halo Effect
Self- similarity
Scaling Fallacy