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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
Demand Characteristics
Rule of Thirds
Mnemonic Device
2. The usability of a system is improved when similar parts are expressed in similar ways.
Immersion
Consistency
Most Average Facial Appearance Effect
Pygmalion Effect
3. 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
Constancy
Signal- to- Noise Ratio
Iconic Representation
4. A sequence of numbers in which each number is the sum of the preceding two.
Entry Point
Hick's Law
Prototyping
Fibonacci Sequence
5. A process in which similar characteristics evolve independently in multiple systems.
Comparison
Convergence
Recognition over recall
Mnemonic Device
6. Patients experience treatment effects based on their belief that a treatment will work.
Classical Conditioning
Symmetry
Placebo effect
Framing
7. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Placebo effect
Law of Pragnanz
Prototyping
Accessibility
8. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Mapping
Mental Model
Von Restorff Effect
9. The time required to move to a target is a function of the target size and distance to the target.
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Defensible Space
Exposure Effect
Flexibility-Usability Tradeoff
Iconic Representation
11. A method of limiting the actions that can be performed on a system.
Framing
Constraint
Scaling Fallacy
Symmetry
12. Teachers treat students differently based on their expectations of how students will perform.
Serial Position Effects
Rosenthal Effect
Mnemonic Device
Common Fate
13. Given a choice between functionally equivalent designs - the simplest design should be selected.
14. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Orientation Sensitivity
Readability
Fitts' Law
15. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Chunking
Von Restorff Effect
Baby-Face Bias
Legibility
16. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Storytelling
Progressive Disclosure
Most Average Facial Appearance Effect
Accessibility
17. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Interference Effects
Life Cycle
Gutenberg Diagram
Golden Ratio
18. 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.
Performance Load
Highlighting
Redundancy
Exposure Effect
19. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Similarity
Garbage In - Garbage Out
Immersion
20. 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.
Five Hat Racks
Hierarchy of Needs (Design)
Halo Effect
Face- ism Ratio
21. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Progressive Disclosure
Performance Load
Flexibility-Usability Tradeoff
Recognition over recall
22. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Interference Effects
Hierarchy
Ockham's Razor
23. 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.
Wayfinding
Waist to Hip Ratio
Control
Weakest Link
24. The relative ease with which a destination - idea - or concept may be reached.
Law of Pragnanz
Hierarchy of Needs (Design)
Iconic Representation
Accessibility
25. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Visibility
Hierarchy of Needs (Design)
Signal- to- Noise Ratio
Control
26. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Immersion
Ockham's Razor
Proximity
27. The usability of a system is improved when its status and methods of use are clearly visible.
Von Restorff Effect
Weakest Link
Modularity
Visibility
28. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hierarchy
Exposure Effect
Uncertainty Principle
Similarity
29. 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
Baby-Face Bias
Storytelling
Wayfinding
30. The tendency for people to behave differently when they know they are being studied
Inverted Pyramid
Modularity
Hawthorne Effect
Chunking
31. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Figure-Ground Relationship
Shaping
Feedback Loop
Consistency
32. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Demand Characteristics
Mimicry
Weakest Link
Prototyping
33. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Hierarchy of Needs (Design)
Attractiveness Bias
Weakest Link
Uncertainty Principle
34. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Cost-Benefit
Five Hat Racks
Wayfinding
Immersion
35. Pictures are remembered better than words.
Prototyping
Picture Superiority Effect
Interference Effects
Constancy
36. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cost-Benefit
Constancy
Orientation Sensitivity
Rule of Thirds
37. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Uniform Connectedness
Self- similarity
Flexibility-Usability Tradeoff
38. The tendency for people to perform better or worse based on the expectations of another.
Performance vs. Preference
Feedback Loop
Signal- to- Noise Ratio
Pygmalion Effect
39. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Forgiveness
Fitts' Law
Prospect-Refuge
Threat detection
40. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Mapping
Storytelling
Feedback Loop
41. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Maslow's Hierarchy of Needs
Form Follows Function
Redundancy
Errors
42. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Mental Model
Archetype
Self- similarity
43. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Redundancy
Fitts' Law
Expectation Effect
Performance vs. Preference
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Demand Characteristics
Highlighting
Face- ism Ratio
Modularity
45. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Normal Distribution
Common Fate
Inverted Pyramid
Attractiveness Bias
46. 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?)
Exposure Effect
Cost-Benefit
Hierarchy of Needs (Design)
Von Restorff Effect
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Maslow's Hierarchy of Needs
Iteration
Mimicry
Proximity
48. 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.
Good Continuation
Hierarchy of Needs (Design)
Signal- to- Noise Ratio
Face- ism Ratio
49. 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.)
Serial Position Effects
Feedback Loop
Expectation Effect
Operant Conditioning
50. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Placebo effect
80/20 Rule
Mimicry
Demand Characteristics