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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 reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Inverted Pyramid
Similarity
Mnemonic Device
Recognition over recall
2. A process of repeating a set of operation until a specific result is achieved.
Iteration
Prototyping
Feedback Loop
Mimicry
3. A process in which similar characteristics evolve independently in multiple systems.
Normal Distribution
Confirmation
Mental Model
Convergence
4. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Closure
Rule of Thirds
Visibility
Wayfinding
5. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Normal Distribution
Feedback Loop
Modularity
Confirmation
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Legibility
Placebo effect
Expectation Effect
Orientation Sensitivity
7. 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.
Mapping
Iconic Representation
Iteration
Good Continuation
8. As the flexiblity of a system increases - its usability decreases.
Affordance
Face- ism Ratio
Flexibility-Usability Tradeoff
Satisficing
9. 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.
Convergence
Readability
Redundancy
Highlighting
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Constraint
80/20 Rule
Attractiveness Bias
Exposure Effect
11. An action or ommission of action yielding an unintended result.
Errors
Prospect-Refuge
Flexibility-Usability Tradeoff
Operant Conditioning
12. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Entry Point
Development Cycle
Attractiveness Bias
Good Continuation
13. People understand and interact with systems and environments based on mental representations developed from experience.
Von Restorff Effect
Mental Model
Modularity
Performance Load
14. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Archetype
Convergence
Forgiveness
Feedback Loop
15. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Performance Load
Demand Characteristics
Highlighting
16. The usability of a system is improved when its status and methods of use are clearly visible.
Hierarchy of Needs (Design)
Visibility
Prospect-Refuge
Halo Effect
17. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Entry Point
Ockham's Razor
Hierarchy
18. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Redundancy
Picture Superiority Effect
Cognitive Dissonance
Closure
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Errors
Similarity
Flexibility-Usability Tradeoff
Golden Ratio
20. The tendency for people to behave differently when they know they are being studied
Exposure Effect
Hawthorne Effect
Chunking
Readability
21. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Flexibility-Usability Tradeoff
Pygmalion Effect
Ockham's Razor
22. 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.
Garbage In - Garbage Out
Weakest Link
Consistency
Good Continuation
23. 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.
Convergence
Scaling Fallacy
Signal- to- Noise Ratio
Chunking
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Redundancy
Alignment
Convergence
Control
25. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Scaling Fallacy
Recognition over recall
Golden Ratio
Uniform Connectedness
26. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Halo Effect
Von Restorff Effect
Interference Effects
Baby-Face Bias
27. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Signal- to- Noise Ratio
Placebo effect
Waist to Hip Ratio
28. A property in which a form is made up of parts similar to the whole or to one another.
Proximity
Self- similarity
Affordance
Legibility
29. 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
Layering
Affordance
Prototyping
30. An attribute of an object that allows people to intuitively know how to use it
Affordance
Operant Conditioning
Performance vs. Preference
Garbage In - Garbage Out
31. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Cognitive Dissonance
Prototyping
Wayfinding
32. 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
Alignment
Top- Down Lighting Bias
Prospect-Refuge
33. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Chunking
Rule of Thirds
Figure-Ground Relationship
34. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Hick's Law
Top- Down Lighting Bias
Hierarchy
Structural Forms
35. A technique for bringing attention to an area of text or image.
Closure
Highlighting
Progressive Disclosure
Symmetry
36. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Errors
Iconic Representation
Structural Forms
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Gutenberg Diagram
Progressive Disclosure
Weakest Link
Law of Pragnanz
38. A method of limiting the actions that can be performed on a system.
Face- ism Ratio
Constancy
Constraint
Entry Point
39. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
40. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Convergence
Attractiveness Bias
Recognition over recall
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Fitts' Law
Similarity
Accessibility
42. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Chunking
Form Follows Function
Three- Dimensional Projection
Law of Pragnanz
43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Fitts' Law
Archetype
Picture Superiority Effect
Life Cycle
44. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Highlighting
Von Restorff Effect
Prospect-Refuge
45. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Storytelling
Confirmation
Hierarchy of Needs (Design)
46. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Performance Load
Redundancy
Inverted Pyramid
47. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Readability
Hawthorne Effect
Uniform Connectedness
48. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
80/20 Rule
Life Cycle
Form Follows Function
Savanna Preference
49. Memory for recognizing things is better than memory for recalling things.
Von Restorff Effect
Halo Effect
Prospect-Refuge
Recognition over recall
50. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Comparison
Proximity
Demand Characteristics
Interference Effects