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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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Garbage In - Garbage Out
Interference Effects
Similarity
Rule of Thirds
2. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Accessibility
Face- ism Ratio
Gutenberg Diagram
Performance vs. Preference
3. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Prospect-Refuge
Consistency
Mapping
Depth of Processing
4. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Similarity
Garbage In - Garbage Out
Gutenberg Diagram
Signal- to- Noise Ratio
5. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Comparison
Halo Effect
Serial Position Effects
6. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Orientation Sensitivity
Closure
Cognitive Dissonance
Recognition over recall
7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Alignment
Common Fate
Weakest Link
Waist to Hip Ratio
8. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Hick's Law
Shaping
Constancy
9. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Most Average Facial Appearance Effect
Progressive Disclosure
Inverted Pyramid
10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Life Cycle
Demand Characteristics
Performance Load
Redundancy
11. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Hierarchy of Needs (Design)
Entry Point
Inverted Pyramid
Factor of Safety
12. 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)
Constraint
Scaling Fallacy
Interference Effects
Development Cycle
13. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Expectation Effect
Cost-Benefit
Garbage In - Garbage Out
Affordance
14. 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.
Pygmalion Effect
Hawthorne Effect
Gutenberg Diagram
Chunking
15. Pictures are remembered better than words.
Structural Forms
Storytelling
Picture Superiority Effect
Symmetry
16. The tendency for people to perform better or worse based on the expectations of another.
Common Fate
Archetype
Hierarchy
Pygmalion Effect
17. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Confirmation
Modularity
Signal- to- Noise Ratio
Law of Pragnanz
18. A method of limiting the actions that can be performed on a system.
Proximity
Constraint
Confirmation
Fibonacci Sequence
19. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Form Follows Function
Closure
Symmetry
Mnemonic Device
20. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Similarity
Constancy
Three- Dimensional Projection
Modularity
21. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Readability
Form Follows Function
Uncertainty Principle
22. A sequence of numbers in which each number is the sum of the preceding two.
Form Follows Function
Halo Effect
Fibonacci Sequence
Mnemonic Device
23. 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
Confirmation
Exposure Effect
Progressive Disclosure
24. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Visibility
Storytelling
Entry Point
25. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Exposure Effect
Confirmation
Mental Model
Threat detection
26. The usability of a system is improved when its status and methods of use are clearly visible.
Cost-Benefit
Inverted Pyramid
Visibility
Comparison
27. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Chunking
80/20 Rule
Interference Effects
Signal- to- Noise Ratio
28. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Figure-Ground Relationship
Visibility
Prospect-Refuge
Halo Effect
29. The time required to move to a target is a function of the target size and distance to the target.
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30. A technique for bringing attention to an area of text or image.
Highlighting
Symmetry
Chunking
Hierarchy of Needs (Design)
31. People understand and interact with systems and environments based on mental representations developed from experience.
Mnemonic Device
Mental Model
Shaping
Recognition over recall
32. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Defensible Space
Archetype
Baby-Face Bias
Cognitive Dissonance
33. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Common Fate
Attractiveness Bias
Shaping
34. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Legibility
Flexibility-Usability Tradeoff
Placebo effect
35. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Control
Performance vs. Preference
Development Cycle
Affordance
36. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Depth of Processing
Fitts' Law
Control
80/20 Rule
37. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Shaping
Cost-Benefit
Entry Point
Framing
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Archetype
Defensible Space
Common Fate
Storytelling
39. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Visibility
Law of Pragnanz
Depth of Processing
Feedback Loop
40. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Exposure Effect
Prospect-Refuge
Von Restorff Effect
Wayfinding
41. A process of repeating a set of operation until a specific result is achieved.
Hierarchy of Needs (Design)
Entry Point
Iteration
Chunking
42. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Halo Effect
Confirmation
Storytelling
Modularity
43. 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.
Errors
Readability
Rosenthal Effect
Savanna Preference
44. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Placebo effect
Normal Distribution
Figure-Ground Relationship
Common Fate
45. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Affordance
Constraint
Inverted Pyramid
Visibility
46. 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.
Factor of Safety
Three- Dimensional Projection
Hierarchy of Needs (Design)
Comparison
47. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mental Model
Readability
Modularity
Confirmation
48. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Highlighting
Three- Dimensional Projection
Most Average Facial Appearance Effect
Rule of Thirds
49. The quality of system output is dependent on the quality of system input.
Recognition over recall
Garbage In - Garbage Out
Constancy
Performance Load
50. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Interference Effects
Symmetry
Fibonacci Sequence
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