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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 tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Performance vs. Preference
Prototyping
Cognitive Dissonance
2. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Rule of Thirds
Mimicry
Three- Dimensional Projection
3. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Von Restorff Effect
Chunking
Mapping
4. A method of limiting the actions that can be performed on a system.
Entry Point
Uniform Connectedness
Constraint
Good Continuation
5. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Weakest Link
Entry Point
Immersion
Framing
6. A process in which similar characteristics evolve independently in multiple systems.
Good Continuation
Convergence
Performance Load
Iconic Representation
7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Uncertainty Principle
Recognition over recall
Feedback Loop
8. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Defensible Space
Rule of Thirds
Placebo effect
Layering
9. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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10. 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.
Immersion
Attractiveness Bias
Savanna Preference
Performance Load
11. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Life Cycle
Three- Dimensional Projection
Form Follows Function
Maslow's Hierarchy of Needs
12. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Wayfinding
Hierarchy
Performance vs. Preference
Inverted Pyramid
13. 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.
Self- similarity
Redundancy
Cost-Benefit
Five Hat Racks
14. Elements that are close together are percieved to be more related than elements that are farther apart.
Accessibility
Iconic Representation
Proximity
Performance vs. Preference
15. The time required to move to a target is a function of the target size and distance to the target.
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16. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Three- Dimensional Projection
Symmetry
Placebo effect
17. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Constancy
Closure
Flexibility-Usability Tradeoff
18. 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.
Savanna Preference
Satisficing
Serial Position Effects
Accessibility
19. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Errors
Fitts' Law
Figure-Ground Relationship
Convergence
20. 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)
Convergence
Scaling Fallacy
Defensible Space
Good Continuation
21. Pictures are remembered better than words.
Picture Superiority Effect
80/20 Rule
Storytelling
Readability
22. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Interference Effects
Operant Conditioning
Development Cycle
Accessibility
23. Patients experience treatment effects based on their belief that a treatment will work.
Self- similarity
Cognitive Dissonance
Prospect-Refuge
Placebo effect
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.
Storytelling
Signal- to- Noise Ratio
Wayfinding
Chunking
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Closure
Threat detection
Demand Characteristics
Errors
26. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Similarity
Von Restorff Effect
Readability
Visibility
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Cost-Benefit
Halo Effect
Hierarchy of Needs (Design)
Development Cycle
28. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Structural Forms
Von Restorff Effect
Mental Model
Control
29. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Common Fate
Depth of Processing
Proximity
30. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Common Fate
Threat detection
Iteration
Shaping
31. An original model on which something is patterned
Wayfinding
Common Fate
Archetype
Self- similarity
32. The time it takes to make a decision increases as the number of alternatives increases.
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33. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Classical Conditioning
Depth of Processing
Five Hat Racks
34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Closure
Errors
Golden Ratio
Confirmation
35. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Development Cycle
Uncertainty Principle
Mapping
36. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Storytelling
Performance Load
Exposure Effect
Inverted Pyramid
37. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Wayfinding
Defensible Space
Feedback Loop
Uncertainty Principle
38. A technique for bringing attention to an area of text or image.
Highlighting
Picture Superiority Effect
Prototyping
Figure-Ground Relationship
39. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Recognition over recall
Hawthorne Effect
Expectation Effect
Constancy
40. The use of pictorial images to improve the recognition and recall of signs and controls.
Figure-Ground Relationship
Garbage In - Garbage Out
Symmetry
Iconic Representation
41. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Expectation Effect
Hierarchy
Immersion
Life Cycle
42. A technique that influences decision making and judgement by manipulating the way information is presented.
Closure
Storytelling
Symmetry
Framing
43. 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
Gutenberg Diagram
Recognition over recall
Pygmalion Effect
44. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Cost-Benefit
Baby-Face Bias
Layering
Progressive Disclosure
45. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Face- ism Ratio
Performance Load
Wayfinding
Hawthorne Effect
46. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Highlighting
Three- Dimensional Projection
Iconic Representation
Modularity
47. 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.
Pygmalion Effect
Expectation Effect
Mapping
Von Restorff Effect
48. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Consistency
Proximity
Mnemonic Device
Face- ism Ratio
49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Legibility
Picture Superiority Effect
Framing
Storytelling
50. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Redundancy
Gutenberg Diagram
Maslow's Hierarchy of Needs
Classical Conditioning