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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. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Feedback Loop
Threat detection
Cognitive Dissonance
Mimicry
2. 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
Common Fate
Top- Down Lighting Bias
Wayfinding
Factor of Safety
3. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Factor of Safety
Structural Forms
Top- Down Lighting Bias
Threat detection
4. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Constancy
Picture Superiority Effect
Self- similarity
5. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Baby-Face Bias
Picture Superiority Effect
Demand Characteristics
Performance Load
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Golden Ratio
Proximity
Orientation Sensitivity
Mnemonic Device
7. The tendency for people to perform better or worse based on the expectations of another.
Mapping
Cost-Benefit
Pygmalion Effect
Picture Superiority Effect
8. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Alignment
Control
Constraint
Waist to Hip Ratio
9. People understand and interact with systems and environments based on mental representations developed from experience.
Layering
Figure-Ground Relationship
Immersion
Mental Model
10. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Flexibility-Usability Tradeoff
Shaping
Factor of Safety
Fibonacci Sequence
11. 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?)
Common Fate
Cost-Benefit
Errors
Self- similarity
12. The quality of system output is dependent on the quality of system input.
Uniform Connectedness
Weakest Link
Prototyping
Garbage In - Garbage Out
13. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hick's Law
Interference Effects
Progressive Disclosure
Visibility
14. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Inverted Pyramid
Weakest Link
Life Cycle
Layering
15. 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.
Hick's Law
Mapping
Constancy
Form Follows Function
16. An attribute of an object that allows people to intuitively know how to use it
Serial Position Effects
Closure
Hierarchy of Needs (Design)
Affordance
17. 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)
Performance Load
Similarity
Forgiveness
Scaling Fallacy
18. 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.
Maslow's Hierarchy of Needs
Threat detection
Waist to Hip Ratio
Good Continuation
19. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Good Continuation
Inverted Pyramid
Garbage In - Garbage Out
Mapping
20. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Savanna Preference
Symmetry
Closure
Exposure Effect
21. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Confirmation
Mapping
Highlighting
22. A technique that influences decision making and judgement by manipulating the way information is presented.
Hick's Law
Consistency
Framing
Chunking
23. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Demand Characteristics
Serial Position Effects
Three- Dimensional Projection
Halo Effect
24. A method of limiting the actions that can be performed on a system.
Forgiveness
Constraint
Development Cycle
Pygmalion Effect
25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Errors
Control
Flexibility-Usability Tradeoff
26. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Savanna Preference
Law of Pragnanz
Convergence
Mnemonic Device
27. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Von Restorff Effect
Hick's Law
Similarity
Five Hat Racks
28. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Most Average Facial Appearance Effect
Affordance
Exposure Effect
Entry Point
29. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Halo Effect
Entry Point
Mimicry
30. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Recognition over recall
Progressive Disclosure
Closure
31. 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.
Form Follows Function
Chunking
Factor of Safety
Normal Distribution
32. A sequence of numbers in which each number is the sum of the preceding two.
Most Average Facial Appearance Effect
Fibonacci Sequence
Factor of Safety
Iconic Representation
33. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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34. A tendency to see objects and patterns as 3D when certain visual cues are present.
Satisficing
Mnemonic Device
Three- Dimensional Projection
Proximity
35. 80% of the effects generated by any large system are caused by 20% of the variables.
Cost-Benefit
80/20 Rule
Pygmalion Effect
Mental Model
36. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Form Follows Function
Similarity
Mimicry
37. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Convergence
Cognitive Dissonance
Modularity
Form Follows Function
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Affordance
Operant Conditioning
Wayfinding
Confirmation
39. 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.)
Accessibility
Structural Forms
Expectation Effect
Waist to Hip Ratio
40. The tendency for people to behave differently when they know they are being studied
Mapping
Hawthorne Effect
Golden Ratio
Picture Superiority Effect
41. The time it takes to make a decision increases as the number of alternatives increases.
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42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Entry Point
Performance Load
Feedback Loop
Accessibility
43. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Accessibility
Gutenberg Diagram
Storytelling
Chunking
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Performance Load
Threat detection
Cost-Benefit
Maslow's Hierarchy of Needs
45. Teachers treat students differently based on their expectations of how students will perform.
Mental Model
Fibonacci Sequence
Recognition over recall
Rosenthal Effect
46. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Mental Model
Baby-Face Bias
Halo Effect
47. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Classical Conditioning
Forgiveness
Consistency
Performance vs. Preference
48. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Recognition over recall
Operant Conditioning
Von Restorff Effect
Comparison
49. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Performance Load
Inverted Pyramid
Progressive Disclosure
Alignment
50. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Alignment
Top- Down Lighting Bias
Recognition over recall
Storytelling