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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 technique for bringing attention to an area of text or image.
Highlighting
Convergence
Three- Dimensional Projection
Rule of Thirds
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Development Cycle
Five Hat Racks
Constraint
Fibonacci Sequence
3. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Serial Position Effects
Uniform Connectedness
Good Continuation
Cognitive Dissonance
4. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Convergence
Most Average Facial Appearance Effect
Hierarchy
5. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Alignment
Maslow's Hierarchy of Needs
Mapping
6. 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
Cognitive Dissonance
Rule of Thirds
Ockham's Razor
7. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Most Average Facial Appearance Effect
80/20 Rule
Mental Model
8. The use of pictorial images to improve the recognition and recall of signs and controls.
Comparison
Uncertainty Principle
Iconic Representation
Constraint
9. An action or ommission of action yielding an unintended result.
Face- ism Ratio
Self- similarity
Errors
Legibility
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Life Cycle
Hick's Law
Highlighting
11. 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.
Accessibility
Mimicry
Comparison
Mapping
12. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Placebo effect
Mimicry
Fitts' Law
Mapping
13. Teachers treat students differently based on their expectations of how students will perform.
Confirmation
Rosenthal Effect
Expectation Effect
Inverted Pyramid
14. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Confirmation
Framing
Attractiveness Bias
Von Restorff Effect
15. 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.
Convergence
Iconic Representation
Threat detection
Good Continuation
16. 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.
Scaling Fallacy
Savanna Preference
Baby-Face Bias
Demand Characteristics
17. A tendency to see objects and patterns as 3D when certain visual cues are present.
Classical Conditioning
Three- Dimensional Projection
Forgiveness
Most Average Facial Appearance Effect
18. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Closure
Storytelling
80/20 Rule
19. A property in which a form is made up of parts similar to the whole or to one another.
Prospect-Refuge
Hawthorne Effect
Self- similarity
Archetype
20. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Progressive Disclosure
Serial Position Effects
Threat detection
Uncertainty Principle
21. The time required to move to a target is a function of the target size and distance to the target.
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22. The tendency for people to behave differently when they know they are being studied
Modularity
Hawthorne Effect
Orientation Sensitivity
Gutenberg Diagram
23. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Orientation Sensitivity
Closure
Figure-Ground Relationship
Flexibility-Usability Tradeoff
24. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Prototyping
Similarity
Uniform Connectedness
Inverted Pyramid
25. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Inverted Pyramid
Flexibility-Usability Tradeoff
Errors
26. A property of visual equivalence among elements in a form.
Symmetry
Self- similarity
Rule of Thirds
Gutenberg Diagram
27. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Mental Model
Alignment
Readability
28. A ratio within the elements of a form - such as height to width - approximating 0.618.
Flexibility-Usability Tradeoff
Visibility
Good Continuation
Golden Ratio
29. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Consistency
Exposure Effect
Convergence
Expectation Effect
30. A technique that influences decision making and judgement by manipulating the way information is presented.
Visibility
Rule of Thirds
Framing
Life Cycle
31. 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
Mapping
Archetype
Flexibility-Usability Tradeoff
32. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Self- similarity
Normal Distribution
Interference Effects
Legibility
33. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Constancy
Storytelling
Most Average Facial Appearance Effect
Classical Conditioning
34. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Iconic Representation
Satisficing
Wayfinding
Law of Pragnanz
35. People understand and interact with systems and environments based on mental representations developed from experience.
Archetype
Mental Model
Placebo effect
Uniform Connectedness
36. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Hawthorne Effect
Layering
Entry Point
Readability
37. 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?)
Weakest Link
Cost-Benefit
Symmetry
Accessibility
38. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Expectation Effect
Performance vs. Preference
Face- ism Ratio
Feedback Loop
39. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Highlighting
Threat detection
Good Continuation
Scaling Fallacy
40. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Signal- to- Noise Ratio
Scaling Fallacy
Closure
Halo Effect
41. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Scaling Fallacy
Golden Ratio
Hawthorne Effect
Form Follows Function
42. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Highlighting
Mimicry
Life Cycle
Halo Effect
44. 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
Placebo effect
Legibility
Development Cycle
45. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy of Needs (Design)
Highlighting
Proximity
Hierarchy
46. The process of using spatial and environmental information to navigate to a destination.
Orientation Sensitivity
Exposure Effect
Figure-Ground Relationship
Wayfinding
47. A method of limiting the actions that can be performed on a system.
Constraint
Fitts' Law
Scaling Fallacy
Weakest Link
48. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Savanna Preference
Normal Distribution
Satisficing
Modularity
49. Given a choice between functionally equivalent designs - the simplest design should be selected.
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50. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Progressive Disclosure
Consistency
Depth of Processing
Classical Conditioning