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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 level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Hierarchy
Ockham's Razor
Mimicry
2. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Storytelling
Threat detection
Baby-Face Bias
Inverted Pyramid
3. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Golden Ratio
Form Follows Function
Readability
Symmetry
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Signal- to- Noise Ratio
Proximity
Redundancy
Uncertainty Principle
5. The relative ease with which a destination - idea - or concept may be reached.
Immersion
Accessibility
Iconic Representation
Mental Model
6. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Archetype
Garbage In - Garbage Out
Waist to Hip Ratio
Inverted Pyramid
7. The process of using spatial and environmental information to navigate to a destination.
Storytelling
Normal Distribution
Wayfinding
Top- Down Lighting Bias
8. The tendency for people to perform better or worse based on the expectations of another.
Alignment
Maslow's Hierarchy of Needs
Pygmalion Effect
Symmetry
9. A process in which similar characteristics evolve independently in multiple systems.
Defensible Space
Convergence
Prototyping
Comparison
10. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Constancy
Proximity
Modularity
Hick's Law
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mimicry
Closure
Top- Down Lighting Bias
Feedback Loop
12. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Uniform Connectedness
Alignment
Pygmalion Effect
Weakest Link
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Readability
Mental Model
Progressive Disclosure
14. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Form Follows Function
Storytelling
Hierarchy
15. A technique for bringing attention to an area of text or image.
Placebo effect
Highlighting
Development Cycle
Orientation Sensitivity
16. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Visibility
Fitts' Law
Life Cycle
Weakest Link
17. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Legibility
Errors
Alignment
Signal- to- Noise Ratio
18. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Weakest Link
Performance Load
Accessibility
Maslow's Hierarchy of Needs
19. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Common Fate
Performance Load
Fibonacci Sequence
Orientation Sensitivity
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Scaling Fallacy
Wayfinding
Fitts' Law
Prospect-Refuge
21. A tendency to see objects and patterns as 3D when certain visual cues are present.
Depth of Processing
Three- Dimensional Projection
Common Fate
Mapping
22. The time required to move to a target is a function of the target size and distance to the target.
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23. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Form Follows Function
Performance vs. Preference
Hawthorne Effect
Depth of Processing
24. 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.
Savanna Preference
Expectation Effect
Prospect-Refuge
Forgiveness
25. 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
Progressive Disclosure
Common Fate
Mnemonic Device
Performance vs. Preference
26. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Iteration
Factor of Safety
Five Hat Racks
Weakest Link
27. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Attractiveness Bias
Five Hat Racks
Figure-Ground Relationship
Fitts' Law
28. 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.
Golden Ratio
Shaping
Figure-Ground Relationship
Hierarchy of Needs (Design)
29. An action or ommission of action yielding an unintended result.
Feedback Loop
Mimicry
Scaling Fallacy
Errors
30. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Performance vs. Preference
Wayfinding
Pygmalion Effect
31. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Redundancy
Law of Pragnanz
Face- ism Ratio
Confirmation
32. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Shaping
Framing
Storytelling
Mnemonic Device
33. 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.
Redundancy
Mapping
Placebo effect
Figure-Ground Relationship
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Alignment
Recognition over recall
Comparison
35. Patients experience treatment effects based on their belief that a treatment will work.
Face- ism Ratio
Placebo effect
Visibility
Three- Dimensional Projection
36. 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.
Waist to Hip Ratio
Placebo effect
Garbage In - Garbage Out
Redundancy
37. 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.
Development Cycle
Scaling Fallacy
Good Continuation
Serial Position Effects
38. Elements that are close together are percieved to be more related than elements that are farther apart.
Entry Point
Feedback Loop
Proximity
Uncertainty Principle
39. People understand and interact with systems and environments based on mental representations developed from experience.
Baby-Face Bias
Forgiveness
Mental Model
Law of Pragnanz
40. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Uniform Connectedness
Performance vs. Preference
Entry Point
Good Continuation
41. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Iconic Representation
Prototyping
Forgiveness
Savanna Preference
42. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Golden Ratio
Performance vs. Preference
Storytelling
43. A sequence of numbers in which each number is the sum of the preceding two.
Von Restorff Effect
Hick's Law
Constancy
Fibonacci Sequence
44. An original model on which something is patterned
Recognition over recall
Defensible Space
Golden Ratio
Archetype
45. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Pygmalion Effect
Waist to Hip Ratio
Iconic Representation
Exposure Effect
46. Pictures are remembered better than words.
Picture Superiority Effect
Signal- to- Noise Ratio
Life Cycle
Uniform Connectedness
47. 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.
Pygmalion Effect
Redundancy
Three- Dimensional Projection
Life Cycle
48. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Form Follows Function
Life Cycle
Uniform Connectedness
Normal Distribution
49. An attribute of an object that allows people to intuitively know how to use it
Affordance
Cognitive Dissonance
Control
Defensible Space
50. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Cognitive Dissonance
Chunking
Pygmalion Effect