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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. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Similarity
Highlighting
Hawthorne Effect
2. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Confirmation
Readability
Placebo effect
Most Average Facial Appearance Effect
3. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
4. 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.
Layering
Mapping
Hawthorne Effect
Forgiveness
5. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Progressive Disclosure
Redundancy
Legibility
6. People understand and interact with systems and environments based on mental representations developed from experience.
Mnemonic Device
Affordance
Cost-Benefit
Mental Model
7. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Common Fate
Alignment
Savanna Preference
Symmetry
8. 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
Expectation Effect
80/20 Rule
Common Fate
Exposure Effect
9. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hick's Law
Forgiveness
Placebo effect
Mnemonic Device
10. Memory for recognizing things is better than memory for recalling things.
Good Continuation
Recognition over recall
Performance Load
Layering
11. 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
Modularity
Legibility
Three- Dimensional Projection
12. A method of limiting the actions that can be performed on a system.
Placebo effect
Modularity
Common Fate
Constraint
13. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Defensible Space
Cognitive Dissonance
Affordance
14. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Savanna Preference
Redundancy
Pygmalion Effect
Normal Distribution
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Pygmalion Effect
Shaping
Prototyping
Most Average Facial Appearance Effect
16. As the flexiblity of a system increases - its usability decreases.
Comparison
Flexibility-Usability Tradeoff
Entry Point
Wayfinding
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
80/20 Rule
Mental Model
Von Restorff Effect
Layering
18. A property of visual equivalence among elements in a form.
Good Continuation
Waist to Hip Ratio
Shaping
Symmetry
19. An action or ommission of action yielding an unintended result.
Errors
Archetype
Similarity
Mnemonic Device
20. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Normal Distribution
Mnemonic Device
Flexibility-Usability Tradeoff
21. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Prospect-Refuge
Cognitive Dissonance
Framing
Uncertainty Principle
22. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Scaling Fallacy
Operant Conditioning
Convergence
23. A process of repeating a set of operation until a specific result is achieved.
Development Cycle
Iteration
Affordance
Savanna Preference
24. 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.
Good Continuation
Golden Ratio
Chunking
Mnemonic Device
25. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Comparison
Garbage In - Garbage Out
Proximity
Mimicry
26. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Alignment
Comparison
Placebo effect
Development Cycle
27. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Gutenberg Diagram
Redundancy
Confirmation
Consistency
28. 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.
Progressive Disclosure
Mental Model
Constraint
Savanna Preference
29. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Comparison
Good Continuation
Prototyping
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Law of Pragnanz
Fitts' Law
Mimicry
31. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Closure
Depth of Processing
Wayfinding
Five Hat Racks
32. The debgree to which prose can be understood - based on the complexity of words and sentences.
Scaling Fallacy
Immersion
Confirmation
Readability
33. 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)
Scaling Fallacy
Development Cycle
Attractiveness Bias
Waist to Hip Ratio
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.
Iconic Representation
Structural Forms
Recognition over recall
Forgiveness
35. Patients experience treatment effects based on their belief that a treatment will work.
Comparison
Constraint
Structural Forms
Placebo effect
36. An original model on which something is patterned
Defensible Space
Archetype
Framing
Most Average Facial Appearance Effect
37. 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.
Savanna Preference
Demand Characteristics
Prototyping
Hierarchy of Needs (Design)
38. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Rosenthal Effect
Rule of Thirds
Convergence
39. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Demand Characteristics
Baby-Face Bias
Depth of Processing
Form Follows Function
40. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Halo Effect
Common Fate
Defensible Space
Errors
41. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Garbage In - Garbage Out
Figure-Ground Relationship
Picture Superiority Effect
Hierarchy of Needs (Design)
42. 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
Golden Ratio
Forgiveness
80/20 Rule
43. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Immersion
Fitts' Law
Shaping
Satisficing
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.
Serial Position Effects
Redundancy
Archetype
Inverted Pyramid
45. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Development Cycle
Exposure Effect
Iconic Representation
Operant Conditioning
46. The process of using spatial and environmental information to navigate to a destination.
Confirmation
Orientation Sensitivity
Wayfinding
Self- similarity
47. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Expectation Effect
Baby-Face Bias
Visibility
Depth of Processing
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Cost-Benefit
Visibility
Inverted Pyramid
49. The time it takes to make a decision increases as the number of alternatives increases.
50. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Mnemonic Device
Gutenberg Diagram
Attractiveness Bias
Picture Superiority Effect