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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 tendency for people to behave differently when they know they are being studied
Framing
Picture Superiority Effect
Classical Conditioning
Hawthorne Effect
2. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Good Continuation
Interference Effects
Waist to Hip Ratio
3. A tendency to see objects and patterns as 3D when certain visual cues are present.
Structural Forms
Fibonacci Sequence
Expectation Effect
Three- Dimensional Projection
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Figure-Ground Relationship
Golden Ratio
Redundancy
5. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Hierarchy
Most Average Facial Appearance Effect
Convergence
6. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Confirmation
Waist to Hip Ratio
Entry Point
Gutenberg Diagram
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Flexibility-Usability Tradeoff
Alignment
Attractiveness Bias
Wayfinding
8. 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.
Consistency
Savanna Preference
Constancy
Self- similarity
9. The time required to move to a target is a function of the target size and distance to the target.
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10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Hawthorne Effect
Classical Conditioning
Cognitive Dissonance
Figure-Ground Relationship
11. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mapping
Interference Effects
Placebo effect
Immersion
12. A property in which a form is made up of parts similar to the whole or to one another.
Performance Load
Defensible Space
Self- similarity
Signal- to- Noise Ratio
13. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mnemonic Device
Normal Distribution
Recognition over recall
Defensible Space
14. 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
Performance vs. Preference
Legibility
Common Fate
Exposure Effect
15. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Von Restorff Effect
Closure
Recognition over recall
Cognitive Dissonance
16. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
80/20 Rule
Performance vs. Preference
Halo Effect
Hierarchy of Needs (Design)
17. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Weakest Link
Factor of Safety
Fibonacci Sequence
Golden Ratio
18. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Accessibility
Fitts' Law
Flexibility-Usability Tradeoff
Von Restorff Effect
19. A process of repeating a set of operation until a specific result is achieved.
Top- Down Lighting Bias
Von Restorff Effect
Iteration
Mimicry
20. 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.
Mapping
Serial Position Effects
Waist to Hip Ratio
Satisficing
21. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Mimicry
Classical Conditioning
Prospect-Refuge
Three- Dimensional Projection
22. The use of pictorial images to improve the recognition and recall of signs and controls.
Forgiveness
Iconic Representation
Law of Pragnanz
Five Hat Racks
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Uniform Connectedness
Symmetry
Entry Point
Satisficing
24. 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.
Prototyping
Cost-Benefit
Feedback Loop
Development Cycle
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Exposure Effect
Form Follows Function
Errors
Demand Characteristics
26. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mnemonic Device
Constancy
Closure
Von Restorff Effect
27. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Modularity
Maslow's Hierarchy of Needs
Hierarchy of Needs (Design)
Structural Forms
28. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Good Continuation
Modularity
Operant Conditioning
Shaping
29. 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.)
Hierarchy of Needs (Design)
Self- similarity
Attractiveness Bias
Expectation Effect
30. An original model on which something is patterned
Archetype
Face- ism Ratio
Highlighting
Common Fate
31. People understand and interact with systems and environments based on mental representations developed from experience.
Comparison
Mental Model
Entry Point
Most Average Facial Appearance Effect
32. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Fibonacci Sequence
Control
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
33. 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.
Chunking
Archetype
Legibility
Development Cycle
34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Rule of Thirds
Confirmation
Readability
Classical Conditioning
35. Memory for recognizing things is better than memory for recalling things.
Common Fate
Framing
Recognition over recall
Iteration
36. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Mapping
Framing
Classical Conditioning
Rule of Thirds
37. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Legibility
Highlighting
Exposure Effect
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Classical Conditioning
Baby-Face Bias
Depth of Processing
Comparison
39. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Chunking
Wayfinding
Uncertainty Principle
Five Hat Racks
40. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Fibonacci Sequence
Rosenthal Effect
Satisficing
Alignment
41. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Proximity
Alignment
Life Cycle
42. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Proximity
Face- ism Ratio
Constraint
43. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Face- ism Ratio
Comparison
Halo Effect
Gutenberg Diagram
44. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Affordance
Performance Load
Orientation Sensitivity
45. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Demand Characteristics
Form Follows Function
Storytelling
Inverted Pyramid
46. The usability of a system is improved when similar parts are expressed in similar ways.
Rosenthal Effect
Picture Superiority Effect
Consistency
Chunking
47. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Form Follows Function
Signal- to- Noise Ratio
Progressive Disclosure
Constraint
48. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hawthorne Effect
Mapping
Forgiveness
Modularity
49. A property of visual equivalence among elements in a form.
Symmetry
Waist to Hip Ratio
Comparison
Proximity
50. 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.
Redundancy
Mental Model
Law of Pragnanz
Performance vs. Preference