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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 creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Performance Load
Von Restorff Effect
Exposure Effect
Storytelling
2. The usability of a system is improved when its status and methods of use are clearly visible.
Prospect-Refuge
Hick's Law
Top- Down Lighting Bias
Visibility
3. A tendency to see objects and patterns as 3D when certain visual cues are present.
Iteration
Baby-Face Bias
Performance vs. Preference
Three- Dimensional Projection
4. 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.
Recognition over recall
Forgiveness
Classical Conditioning
Waist to Hip Ratio
5. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Iteration
Legibility
Performance vs. Preference
Flexibility-Usability Tradeoff
6. 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
Framing
Uniform Connectedness
Constraint
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Wayfinding
Rule of Thirds
Attractiveness Bias
Baby-Face Bias
8. People understand and interact with systems and environments based on mental representations developed from experience.
Control
Mental Model
Hawthorne Effect
Cognitive Dissonance
9. The usability of a system is improved when similar parts are expressed in similar ways.
Forgiveness
Chunking
Consistency
Constraint
10. 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.
Uncertainty Principle
Good Continuation
Constancy
Forgiveness
11. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Rule of Thirds
Attractiveness Bias
Similarity
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Performance vs. Preference
Exposure Effect
Attractiveness Bias
Shaping
13. Pictures are remembered better than words.
Layering
Prototyping
Inverted Pyramid
Picture Superiority Effect
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Ockham's Razor
Layering
Convergence
Structural Forms
15. The relative ease with which a destination - idea - or concept may be reached.
Expectation Effect
Five Hat Racks
Accessibility
Fitts' Law
16. Given a choice between functionally equivalent designs - the simplest design should be selected.
17. 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.
Rule of Thirds
Feedback Loop
Framing
Affordance
18. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Signal- to- Noise Ratio
Errors
Flexibility-Usability Tradeoff
Demand Characteristics
19. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Normal Distribution
Most Average Facial Appearance Effect
Similarity
Storytelling
20. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Archetype
Operant Conditioning
Serial Position Effects
Rule of Thirds
21. A ratio within the elements of a form - such as height to width - approximating 0.618.
Consistency
Forgiveness
Golden Ratio
Pygmalion Effect
22. 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
Archetype
Similarity
23. 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?)
Cognitive Dissonance
Law of Pragnanz
Cost-Benefit
Chunking
24. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Confirmation
Prospect-Refuge
Face- ism Ratio
Inverted Pyramid
25. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Control
Highlighting
Defensible Space
26. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Most Average Facial Appearance Effect
Uniform Connectedness
Closure
80/20 Rule
27. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Modularity
Life Cycle
Layering
28. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Legibility
Demand Characteristics
Forgiveness
Good Continuation
29. Teachers treat students differently based on their expectations of how students will perform.
Serial Position Effects
Life Cycle
Rosenthal Effect
Mimicry
30. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Scaling Fallacy
Comparison
Rule of Thirds
31. Elements that are similar are perceived to be more related than elements that are dissimilar.
Pygmalion Effect
Maslow's Hierarchy of Needs
Similarity
Constraint
32. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Performance Load
Mental Model
Figure-Ground Relationship
Orientation Sensitivity
33. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Classical Conditioning
Rosenthal Effect
Alignment
Factor of Safety
34. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Interference Effects
Immersion
Mnemonic Device
Factor of Safety
35. An attribute of an object that allows people to intuitively know how to use it
Affordance
Performance Load
Control
Picture Superiority Effect
36. 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
Savanna Preference
Cognitive Dissonance
Maslow's Hierarchy of Needs
37. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Figure-Ground Relationship
Depth of Processing
Rule of Thirds
38. Memory for recognizing things is better than memory for recalling things.
Performance vs. Preference
Cognitive Dissonance
Recognition over recall
Depth of Processing
39. 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)
Forgiveness
Mimicry
80/20 Rule
40. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Common Fate
Baby-Face Bias
Waist to Hip Ratio
Garbage In - Garbage Out
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Fibonacci Sequence
Demand Characteristics
Weakest Link
Five Hat Racks
42. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Mnemonic Device
Von Restorff Effect
Constraint
Signal- to- Noise Ratio
43. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Mapping
Five Hat Racks
Inverted Pyramid
44. The tendency for people to perform better or worse based on the expectations of another.
Scaling Fallacy
Flexibility-Usability Tradeoff
Pygmalion Effect
Shaping
45. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Visibility
Iconic Representation
Development Cycle
46. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Classical Conditioning
Placebo effect
Orientation Sensitivity
Waist to Hip Ratio
47. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Rosenthal Effect
Consistency
Closure
Uniform Connectedness
48. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Good Continuation
Expectation Effect
Picture Superiority Effect
49. A technique for bringing attention to an area of text or image.
Structural Forms
Highlighting
Framing
Defensible Space
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)
Uncertainty Principle
Scaling Fallacy
Halo Effect
Inverted Pyramid
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