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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 diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Mental Model
Gutenberg Diagram
Hick's Law
Shaping
2. 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
Legibility
Face- ism Ratio
Factor of Safety
3. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Development Cycle
Entry Point
Uniform Connectedness
4. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Serial Position Effects
Satisficing
Factor of Safety
Closure
5. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Placebo effect
Serial Position Effects
Performance Load
Normal Distribution
6. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Scaling Fallacy
Satisficing
Recognition over recall
7. A technique that influences decision making and judgement by manipulating the way information is presented.
Readability
Framing
Inverted Pyramid
Consistency
8. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Storytelling
Fibonacci Sequence
Mnemonic Device
Uniform Connectedness
9. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Hierarchy of Needs (Design)
Immersion
Accessibility
Face- ism Ratio
10. 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
Structural Forms
Errors
Comparison
11. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Savanna Preference
Cognitive Dissonance
Modularity
Baby-Face Bias
12. The process of using spatial and environmental information to navigate to a destination.
Consistency
Wayfinding
Immersion
Baby-Face Bias
13. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Rule of Thirds
Mnemonic Device
Hierarchy
Top- Down Lighting Bias
14. A property of visual equivalence among elements in a form.
Affordance
Symmetry
Life Cycle
Garbage In - Garbage Out
15. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Immersion
Closure
Satisficing
Serial Position Effects
16. 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)
Chunking
Cognitive Dissonance
Scaling Fallacy
Golden Ratio
17. A sequence of numbers in which each number is the sum of the preceding two.
Uniform Connectedness
Golden Ratio
Fibonacci Sequence
Defensible Space
18. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Common Fate
Halo Effect
Consistency
Shaping
19. 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
Satisficing
Common Fate
Depth of Processing
Life Cycle
20. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Entry Point
Framing
Golden Ratio
Baby-Face Bias
21. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Demand Characteristics
Legibility
Expectation Effect
Constancy
22. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Mimicry
Control
Prospect-Refuge
23. A process in which similar characteristics evolve independently in multiple systems.
Good Continuation
Convergence
Serial Position Effects
Common Fate
24. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Errors
Storytelling
Mimicry
Demand Characteristics
25. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Visibility
Prototyping
Common Fate
Feedback Loop
26. A process of repeating a set of operation until a specific result is achieved.
Hierarchy of Needs (Design)
Chunking
Rosenthal Effect
Iteration
27. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Classical Conditioning
Maslow's Hierarchy of Needs
Attractiveness Bias
Most Average Facial Appearance Effect
28. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Figure-Ground Relationship
Alignment
Control
Form Follows Function
29. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Consistency
Prospect-Refuge
Depth of Processing
Picture Superiority Effect
30. Pictures are remembered better than words.
Picture Superiority Effect
Attractiveness Bias
Archetype
Shaping
31. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hierarchy
Top- Down Lighting Bias
Accessibility
Recognition over recall
32. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Prototyping
Weakest Link
Life Cycle
Waist to Hip Ratio
33. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Archetype
Proximity
Figure-Ground Relationship
Mental Model
34. 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
Ockham's Razor
Confirmation
Defensible Space
35. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Performance vs. Preference
Comparison
Entry Point
Archetype
36. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Convergence
Life Cycle
Modularity
37. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Readability
Modularity
Halo Effect
Interference Effects
38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Scaling Fallacy
Modularity
Demand Characteristics
Gutenberg Diagram
39. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Development Cycle
Comparison
Control
40. The use of pictorial images to improve the recognition and recall of signs and controls.
Archetype
Uniform Connectedness
Waist to Hip Ratio
Iconic Representation
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Readability
Threat detection
Rule of Thirds
Legibility
42. 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)
Hawthorne Effect
Iteration
Archetype
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Confirmation
Depth of Processing
Expectation Effect
Redundancy
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Figure-Ground Relationship
Three- Dimensional Projection
Proximity
Picture Superiority Effect
45. The time it takes to make a decision increases as the number of alternatives increases.
46. The tendency for people to perform better or worse based on the expectations of another.
Redundancy
Normal Distribution
Readability
Pygmalion Effect
47. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Top- Down Lighting Bias
Development Cycle
Baby-Face Bias
48. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Performance Load
Iconic Representation
Readability
49. The tendency for people to behave differently when they know they are being studied
Fitts' Law
Hawthorne Effect
Confirmation
Good Continuation
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Placebo effect
Inverted Pyramid
Flexibility-Usability Tradeoff
80/20 Rule