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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)
Mnemonic Device
Fibonacci Sequence
Mimicry
Von Restorff Effect
2. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Mental Model
Performance vs. Preference
Orientation Sensitivity
Satisficing
3. 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.
Prototyping
Entry Point
Forgiveness
Savanna Preference
4. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Satisficing
Feedback Loop
Storytelling
Expectation Effect
5. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Proximity
Structural Forms
Good Continuation
Confirmation
6. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Highlighting
Factor of Safety
Five Hat Racks
7. 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.
Maslow's Hierarchy of Needs
Factor of Safety
Redundancy
Fitts' Law
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Mental Model
Legibility
Flexibility-Usability Tradeoff
80/20 Rule
9. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Law of Pragnanz
Readability
Classical Conditioning
Baby-Face Bias
10. 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.
Cost-Benefit
Closure
Interference Effects
Chunking
11. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Good Continuation
Consistency
Savanna Preference
Most Average Facial Appearance Effect
12. 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.
Constancy
Mapping
Cognitive Dissonance
Scaling Fallacy
13. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Modularity
Threat detection
Attractiveness Bias
Savanna Preference
14. The tendency for people to perform better or worse based on the expectations of another.
Hierarchy
Good Continuation
80/20 Rule
Pygmalion Effect
15. Elements that are similar are perceived to be more related than elements that are dissimilar.
Progressive Disclosure
Most Average Facial Appearance Effect
Top- Down Lighting Bias
Similarity
16. The process of using spatial and environmental information to navigate to a destination.
Recognition over recall
Cost-Benefit
Wayfinding
Rosenthal Effect
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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18. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Confirmation
Similarity
Top- Down Lighting Bias
19. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Symmetry
Attractiveness Bias
Normal Distribution
20. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Expectation Effect
Recognition over recall
Inverted Pyramid
21. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Fibonacci Sequence
Control
Uniform Connectedness
Placebo effect
22. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Garbage In - Garbage Out
Figure-Ground Relationship
Mental Model
23. A process in which similar characteristics evolve independently in multiple systems.
Mnemonic Device
Convergence
Comparison
Inverted Pyramid
24. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Attractiveness Bias
Most Average Facial Appearance Effect
Demand Characteristics
25. 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
Exposure Effect
Prospect-Refuge
Common Fate
Depth of Processing
26. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Picture Superiority Effect
Face- ism Ratio
Legibility
Hierarchy
27. Pictures are remembered better than words.
Confirmation
Picture Superiority Effect
Accessibility
Exposure Effect
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Life Cycle
Iconic Representation
Progressive Disclosure
Scaling Fallacy
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Storytelling
Inverted Pyramid
Form Follows Function
30. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Inverted Pyramid
Figure-Ground Relationship
Closure
Iteration
31. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Mental Model
Rule of Thirds
Recognition over recall
Wayfinding
32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Scaling Fallacy
Fibonacci Sequence
Accessibility
33. A process of repeating a set of operation until a specific result is achieved.
Feedback Loop
Iteration
Scaling Fallacy
Consistency
34. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Signal- to- Noise Ratio
Wayfinding
Demand Characteristics
Framing
35. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Waist to Hip Ratio
Form Follows Function
Most Average Facial Appearance Effect
Alignment
36. Given a choice between functionally equivalent designs - the simplest design should be selected.
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37. Memory for recognizing things is better than memory for recalling things.
Good Continuation
Closure
Mapping
Recognition over recall
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Prototyping
Comparison
Picture Superiority Effect
Attractiveness Bias
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Factor of Safety
Attractiveness Bias
Gutenberg Diagram
Self- similarity
40. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Forgiveness
Prototyping
Three- Dimensional Projection
Weakest Link
41. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Feedback Loop
Face- ism Ratio
Depth of Processing
Common Fate
42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Waist to Hip Ratio
Factor of Safety
Uniform Connectedness
Performance Load
43. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Classical Conditioning
Picture Superiority Effect
Weakest Link
Redundancy
44. 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.
Self- similarity
Hierarchy of Needs (Design)
Immersion
Comparison
45. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Serial Position Effects
Performance Load
Performance vs. Preference
46. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Signal- to- Noise Ratio
Satisficing
Operant Conditioning
Hick's Law
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Classical Conditioning
Proximity
Pygmalion Effect
Hick's Law
48. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Archetype
Mnemonic Device
Most Average Facial Appearance Effect
Face- ism Ratio
49. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mnemonic Device
Highlighting
Halo Effect
Constancy
50. 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.
Fitts' Law
Expectation Effect
Symmetry
Waist to Hip Ratio