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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 phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Interference Effects
Serial Position Effects
Defensible Space
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Factor of Safety
Prospect-Refuge
Development Cycle
3. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Attractiveness Bias
Life Cycle
Signal- to- Noise Ratio
Consistency
4. The tendency for people to behave differently when they know they are being studied
Fitts' Law
Chunking
Consistency
Hawthorne Effect
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Immersion
Legibility
Inverted Pyramid
Shaping
6. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Waist to Hip Ratio
Confirmation
Shaping
Errors
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Comparison
Mnemonic Device
Ockham's Razor
8. The process of using spatial and environmental information to navigate to a destination.
Chunking
Redundancy
Storytelling
Wayfinding
9. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Good Continuation
Rule of Thirds
Alignment
10. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Five Hat Racks
Satisficing
Convergence
Forgiveness
11. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Highlighting
Depth of Processing
Shaping
12. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Iteration
Satisficing
Iconic Representation
Demand Characteristics
13. An original model on which something is patterned
Feedback Loop
Law of Pragnanz
Comparison
Archetype
14. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Rule of Thirds
Wayfinding
Scaling Fallacy
15. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Signal- to- Noise Ratio
Ockham's Razor
Iconic Representation
16. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Golden Ratio
Inverted Pyramid
Shaping
Flexibility-Usability Tradeoff
17. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Inverted Pyramid
Similarity
Modularity
Hick's Law
18. A technique for bringing attention to an area of text or image.
Savanna Preference
Pygmalion Effect
Highlighting
Structural Forms
19. 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
Highlighting
80/20 Rule
Orientation Sensitivity
20. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Comparison
Entry Point
Progressive Disclosure
Control
21. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Constraint
Normal Distribution
Life Cycle
Good Continuation
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Feedback Loop
Archetype
Entry Point
Most Average Facial Appearance Effect
23. Patients experience treatment effects based on their belief that a treatment will work.
Classical Conditioning
Placebo effect
Entry Point
Hierarchy of Needs (Design)
24. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Uncertainty Principle
Framing
Von Restorff Effect
Mnemonic Device
25. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Modularity
Control
Highlighting
26. The quality of system output is dependent on the quality of system input.
Constancy
Garbage In - Garbage Out
Development Cycle
Ockham's Razor
27. 80% of the effects generated by any large system are caused by 20% of the variables.
Savanna Preference
Hierarchy
Proximity
80/20 Rule
28. 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
Inverted Pyramid
Flexibility-Usability Tradeoff
Layering
29. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Rule of Thirds
Readability
Confirmation
Law of Pragnanz
30. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Similarity
Proximity
Immersion
Wayfinding
31. The tendency for people to perform better or worse based on the expectations of another.
Factor of Safety
Pygmalion Effect
Layering
Cost-Benefit
32. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Top- Down Lighting Bias
Self- similarity
Signal- to- Noise Ratio
33. 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.
Signal- to- Noise Ratio
Von Restorff Effect
Hierarchy of Needs (Design)
Three- Dimensional Projection
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Maslow's Hierarchy of Needs
Legibility
Convergence
35. 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)
Symmetry
Scaling Fallacy
Archetype
Pygmalion Effect
36. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Top- Down Lighting Bias
Ockham's Razor
Form Follows Function
37. 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
Three- Dimensional Projection
Waist to Hip Ratio
Form Follows Function
38. An attribute of an object that allows people to intuitively know how to use it
Common Fate
Similarity
Framing
Affordance
39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Shaping
Uncertainty Principle
Operant Conditioning
Immersion
40. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Normal Distribution
Confirmation
Waist to Hip Ratio
Gutenberg Diagram
41. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Golden Ratio
Orientation Sensitivity
Five Hat Racks
Convergence
42. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Expectation Effect
Gutenberg Diagram
Layering
Convergence
43. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Visibility
Prototyping
Readability
Common Fate
44. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Demand Characteristics
Layering
Normal Distribution
Archetype
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
46. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
47. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Top- Down Lighting Bias
Face- ism Ratio
Structural Forms
48. 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
Common Fate
Weakest Link
Development Cycle
Most Average Facial Appearance Effect
49. 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?)
Archetype
Five Hat Racks
Affordance
Cost-Benefit
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Redundancy
Hierarchy of Needs (Design)
Closure