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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 limiting the actions that can be performed on a system.
Performance Load
Constraint
Signal- to- Noise Ratio
Iteration
2. A ratio within the elements of a form - such as height to width - approximating 0.618.
Uniform Connectedness
Fitts' Law
Golden Ratio
Demand Characteristics
3. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Placebo effect
Alignment
Closure
Von Restorff Effect
4. Elements that are similar are perceived to be more related than elements that are dissimilar.
Interference Effects
Similarity
Normal Distribution
Garbage In - Garbage Out
5. 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
Serial Position Effects
Fitts' Law
Errors
6. A tendency to see objects and patterns as 3D when certain visual cues are present.
Law of Pragnanz
Three- Dimensional Projection
Mental Model
Closure
7. 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.
Consistency
Savanna Preference
Shaping
Modularity
8. An action or ommission of action yielding an unintended result.
Defensible Space
Operant Conditioning
Errors
Legibility
9. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Convergence
Satisficing
Hierarchy of Needs (Design)
10. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Most Average Facial Appearance Effect
Performance Load
Shaping
Modularity
11. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mnemonic Device
Convergence
Hawthorne Effect
Readability
12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Shaping
Progressive Disclosure
Storytelling
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Orientation Sensitivity
Most Average Facial Appearance Effect
Framing
Entry Point
14. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Common Fate
Baby-Face Bias
Mimicry
Development Cycle
15. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Fitts' Law
Layering
Modularity
Inverted Pyramid
16. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Three- Dimensional Projection
Scaling Fallacy
Hierarchy
Serial Position Effects
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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18. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Scaling Fallacy
Threat detection
Layering
19. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Orientation Sensitivity
Fibonacci Sequence
Immersion
Performance vs. Preference
20. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Mimicry
Modularity
Highlighting
21. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Rosenthal Effect
Flexibility-Usability Tradeoff
Gutenberg Diagram
Similarity
22. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Most Average Facial Appearance Effect
Demand Characteristics
Storytelling
Inverted Pyramid
23. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Law of Pragnanz
Satisficing
Attractiveness Bias
Affordance
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.
Recognition over recall
Hick's Law
Chunking
Common Fate
25. An attribute of an object that allows people to intuitively know how to use it
Storytelling
Cognitive Dissonance
Affordance
Recognition over recall
26. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Serial Position Effects
Errors
Convergence
Forgiveness
27. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Pygmalion Effect
Uncertainty Principle
Wayfinding
Top- Down Lighting Bias
28. 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.
Feedback Loop
Performance vs. Preference
Consistency
Von Restorff Effect
29. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Garbage In - Garbage Out
Picture Superiority Effect
Form Follows Function
30. A technique that influences decision making and judgement by manipulating the way information is presented.
Entry Point
Factor of Safety
Mnemonic Device
Framing
31. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mental Model
Signal- to- Noise Ratio
Legibility
Entry Point
32. The time required to move to a target is a function of the target size and distance to the target.
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33. 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
Rosenthal Effect
Comparison
Gutenberg Diagram
34. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Layering
Operant Conditioning
Constancy
35. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Progressive Disclosure
Hierarchy of Needs (Design)
Mental Model
36. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Ockham's Razor
Entry Point
Chunking
Factor of Safety
37. As the flexiblity of a system increases - its usability decreases.
Control
Legibility
80/20 Rule
Flexibility-Usability Tradeoff
38. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Expectation Effect
Maslow's Hierarchy of Needs
Scaling Fallacy
39. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Visibility
Prospect-Refuge
Figure-Ground Relationship
Storytelling
40. 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.
Cognitive Dissonance
Redundancy
Hierarchy
Fibonacci Sequence
41. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Shaping
Good Continuation
Attractiveness Bias
42. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Constancy
Threat detection
Exposure Effect
Depth of Processing
43. The time it takes to make a decision increases as the number of alternatives increases.
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44. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Figure-Ground Relationship
Baby-Face Bias
Fibonacci Sequence
Iteration
45. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Uncertainty Principle
Storytelling
Expectation Effect
Orientation Sensitivity
46. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Weakest Link
Cognitive Dissonance
Accessibility
Mnemonic Device
47. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Weakest Link
Progressive Disclosure
Scaling Fallacy
Defensible Space
48. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Symmetry
Iconic Representation
Factor of Safety
49. 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.
Symmetry
Good Continuation
Iteration
Serial Position Effects
50. The relative ease with which a destination - idea - or concept may be reached.
Rosenthal Effect
Expectation Effect
Gutenberg Diagram
Accessibility