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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.
Von Restorff Effect
Similarity
Halo Effect
Satisficing
2. The quality of system output is dependent on the quality of system input.
Immersion
Pygmalion Effect
Garbage In - Garbage Out
Inverted Pyramid
3. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Development Cycle
Immersion
Accessibility
Satisficing
4. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Exposure Effect
Expectation Effect
Maslow's Hierarchy of Needs
Layering
5. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mental Model
Mimicry
Shaping
Pygmalion Effect
6. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Errors
Affordance
Rule of Thirds
Visibility
7. A process of repeating a set of operation until a specific result is achieved.
Immersion
Normal Distribution
Top- Down Lighting Bias
Iteration
8. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hawthorne Effect
Defensible Space
Mimicry
Legibility
9. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Shaping
Chunking
Accessibility
Depth of Processing
10. 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.
Hawthorne Effect
Mapping
Three- Dimensional Projection
Good Continuation
11. 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.
Inverted Pyramid
Convergence
Chunking
Archetype
12. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Serial Position Effects
Highlighting
Expectation Effect
13. A ratio within the elements of a form - such as height to width - approximating 0.618.
Baby-Face Bias
Golden Ratio
Weakest Link
Factor of Safety
14. 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?)
Iconic Representation
Cost-Benefit
Prototyping
Legibility
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Modularity
Classical Conditioning
Depth of Processing
Highlighting
16. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Figure-Ground Relationship
Most Average Facial Appearance Effect
Interference Effects
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
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18. An action or ommission of action yielding an unintended result.
Errors
Rosenthal Effect
Symmetry
Operant Conditioning
19. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Threat detection
Alignment
Storytelling
Immersion
20. An original model on which something is patterned
Threat detection
Convergence
Performance Load
Archetype
21. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Recognition over recall
Flexibility-Usability Tradeoff
Threat detection
Development Cycle
22. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Maslow's Hierarchy of Needs
Constraint
Hierarchy
Legibility
23. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Structural Forms
Immersion
Attractiveness Bias
Form Follows Function
24. Memory for recognizing things is better than memory for recalling things.
Fibonacci Sequence
Recognition over recall
Halo Effect
Constraint
25. The time required to move to a target is a function of the target size and distance to the target.
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26. 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.
Factor of Safety
Storytelling
Hierarchy of Needs (Design)
Scaling Fallacy
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Common Fate
Normal Distribution
Law of Pragnanz
Hawthorne Effect
28. The time it takes to make a decision increases as the number of alternatives increases.
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29. The tendency for people to perform better or worse based on the expectations of another.
Constraint
Legibility
Cognitive Dissonance
Pygmalion Effect
30. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Consistency
Satisficing
Interference Effects
Savanna Preference
31. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Operant Conditioning
Defensible Space
Garbage In - Garbage Out
32. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Proximity
Exposure Effect
80/20 Rule
Progressive Disclosure
33. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Expectation Effect
Comparison
Proximity
Fitts' Law
34. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Fitts' Law
Progressive Disclosure
Performance vs. Preference
Iteration
35. 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)
Scaling Fallacy
Performance vs. Preference
Prospect-Refuge
Top- Down Lighting Bias
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Wayfinding
Normal Distribution
Ockham's Razor
Satisficing
37. A technique that influences decision making and judgement by manipulating the way information is presented.
Similarity
Scaling Fallacy
Framing
Interference Effects
38. 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.
Constancy
Waist to Hip Ratio
Signal- to- Noise Ratio
Common Fate
39. 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
Serial Position Effects
Proximity
Comparison
40. 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.
Baby-Face Bias
Signal- to- Noise Ratio
Redundancy
Attractiveness Bias
41. 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.
Common Fate
Figure-Ground Relationship
Feedback Loop
Mimicry
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Affordance
Defensible Space
Closure
Storytelling
43. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Constancy
Gutenberg Diagram
Cognitive Dissonance
Most Average Facial Appearance Effect
44. The process of using spatial and environmental information to navigate to a destination.
Storytelling
Life Cycle
Wayfinding
Confirmation
45. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Shaping
Prospect-Refuge
Interference Effects
Factor of Safety
46. 80% of the effects generated by any large system are caused by 20% of the variables.
Convergence
80/20 Rule
Savanna Preference
Three- Dimensional Projection
47. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
80/20 Rule
Figure-Ground Relationship
Interference Effects
Inverted Pyramid
48. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Convergence
Maslow's Hierarchy of Needs
Satisficing
Attractiveness Bias
49. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Readability
Threat detection
Storytelling
Affordance
50. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Pygmalion Effect
Errors
Prospect-Refuge
Most Average Facial Appearance Effect