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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. The debgree to which prose can be understood - based on the complexity of words and sentences.
Orientation Sensitivity
Readability
Redundancy
Forgiveness
2. 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
Face- ism Ratio
Factor of Safety
Satisficing
3. An original model on which something is patterned
Maslow's Hierarchy of Needs
Weakest Link
Archetype
80/20 Rule
4. A process of repeating a set of operation until a specific result is achieved.
Good Continuation
Constancy
Ockham's Razor
Iteration
5. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Highlighting
Mimicry
Top- Down Lighting Bias
Uniform Connectedness
6. The quality of system output is dependent on the quality of system input.
Structural Forms
Operant Conditioning
Garbage In - Garbage Out
Iconic Representation
7. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Rule of Thirds
Visibility
Top- Down Lighting Bias
Demand Characteristics
8. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Progressive Disclosure
Defensible Space
Control
Placebo effect
9. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Performance vs. Preference
Archetype
Rule of Thirds
Mimicry
10. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Uniform Connectedness
Signal- to- Noise Ratio
Constraint
Iconic Representation
11. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Storytelling
Figure-Ground Relationship
Immersion
Consistency
12. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Modularity
Waist to Hip Ratio
Satisficing
Progressive Disclosure
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Three- Dimensional Projection
Defensible Space
Entry Point
Rosenthal Effect
14. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Symmetry
Inverted Pyramid
Feedback Loop
15. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Hierarchy
Consistency
Uniform Connectedness
16. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
17. 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
Orientation Sensitivity
Cost-Benefit
Performance vs. Preference
Common Fate
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Confirmation
Wayfinding
Convergence
Mimicry
19. An attribute of an object that allows people to intuitively know how to use it
Operant Conditioning
Performance vs. Preference
Errors
Affordance
20. The usability of a system is improved when its status and methods of use are clearly visible.
Constraint
Layering
Placebo effect
Visibility
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mapping
Constancy
Archetype
Most Average Facial Appearance Effect
22. 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.
Confirmation
Mimicry
Constraint
Waist to Hip Ratio
23. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Classical Conditioning
Uncertainty Principle
Prototyping
Convergence
24. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Rosenthal Effect
Normal Distribution
Confirmation
Alignment
25. A technique for bringing attention to an area of text or image.
Highlighting
Mapping
Proximity
Form Follows Function
26. Pictures are remembered better than words.
Factor of Safety
Weakest Link
Cost-Benefit
Picture Superiority Effect
27. 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?)
Cost-Benefit
Scaling Fallacy
Life Cycle
Uniform Connectedness
28. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Uncertainty Principle
Performance Load
Progressive Disclosure
Storytelling
29. The tendency for people to perform better or worse based on the expectations of another.
Accessibility
Comparison
Uncertainty Principle
Pygmalion Effect
30. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Symmetry
Face- ism Ratio
Iteration
Hierarchy
31. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Iconic Representation
Mnemonic Device
Control
32. The time it takes to make a decision increases as the number of alternatives increases.
33. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Five Hat Racks
Mapping
Scaling Fallacy
34. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Framing
Performance Load
Von Restorff Effect
Modularity
35. A ratio within the elements of a form - such as height to width - approximating 0.618.
Rosenthal Effect
Golden Ratio
Inverted Pyramid
Uncertainty Principle
36. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Hierarchy
Savanna Preference
Development Cycle
Control
37. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Five Hat Racks
Good Continuation
Visibility
Interference Effects
38. Elements that are similar are perceived to be more related than elements that are dissimilar.
Most Average Facial Appearance Effect
Similarity
Satisficing
Comparison
39. Patients experience treatment effects based on their belief that a treatment will work.
Fitts' Law
Placebo effect
Figure-Ground Relationship
Consistency
40. The process of using spatial and environmental information to navigate to a destination.
Feedback Loop
Orientation Sensitivity
Weakest Link
Wayfinding
41. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Recognition over recall
Halo Effect
Figure-Ground Relationship
42. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Confirmation
Form Follows Function
Serial Position Effects
43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Control
Life Cycle
Inverted Pyramid
Serial Position Effects
44. 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.
Mimicry
Savanna Preference
Normal Distribution
Symmetry
45. 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.
Mimicry
Structural Forms
Forgiveness
Serial Position Effects
46. The tendency for people to behave differently when they know they are being studied
Operant Conditioning
Interference Effects
Savanna Preference
Hawthorne Effect
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Waist to Hip Ratio
Cognitive Dissonance
Hierarchy
Archetype
48. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Performance vs. Preference
Five Hat Racks
Modularity
Constraint
49. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Hierarchy
Three- Dimensional Projection
Confirmation
Baby-Face Bias
50. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Normal Distribution
Performance vs. Preference
Operant Conditioning
Constraint