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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 tendency for people to perform better or worse based on the expectations of another.
Exposure Effect
Pygmalion Effect
Self- similarity
Similarity
2. 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.
Hierarchy of Needs (Design)
Feedback Loop
Hierarchy
Rule of Thirds
3. The relative ease with which a destination - idea - or concept may be reached.
Forgiveness
Expectation Effect
Accessibility
Shaping
4. The tendency for people to behave differently when they know they are being studied
Mimicry
Consistency
Hawthorne Effect
Affordance
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Structural Forms
Affordance
Golden Ratio
6. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Performance Load
Baby-Face Bias
Five Hat Racks
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Redundancy
Shaping
Fitts' Law
8. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Most Average Facial Appearance Effect
Performance vs. Preference
Halo Effect
Attractiveness Bias
9. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Mimicry
Rosenthal Effect
Progressive Disclosure
Satisficing
10. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Rosenthal Effect
Mnemonic Device
Exposure Effect
Normal Distribution
11. A property of visual equivalence among elements in a form.
Form Follows Function
Symmetry
Highlighting
Baby-Face Bias
12. 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.
Confirmation
Redundancy
Face- ism Ratio
Errors
13. Elements that are similar are perceived to be more related than elements that are dissimilar.
Satisficing
Storytelling
Similarity
Mental Model
14. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Immersion
Signal- to- Noise Ratio
Normal Distribution
Von Restorff Effect
15. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Structural Forms
Entry Point
Shaping
Hawthorne Effect
16. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Depth of Processing
Performance vs. Preference
Entry Point
Operant Conditioning
17. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
80/20 Rule
Development Cycle
Convergence
Satisficing
18. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Prototyping
Interference Effects
Alignment
Hierarchy of Needs (Design)
19. The usability of a system is improved when its status and methods of use are clearly visible.
Operant Conditioning
Common Fate
Visibility
Weakest Link
20. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Operant Conditioning
Demand Characteristics
Prospect-Refuge
Uncertainty Principle
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Redundancy
Highlighting
Three- Dimensional Projection
22. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Mental Model
Life Cycle
Performance Load
Redundancy
23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Figure-Ground Relationship
Orientation Sensitivity
Classical Conditioning
Interference Effects
24. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Flexibility-Usability Tradeoff
Hierarchy of Needs (Design)
Exposure Effect
Immersion
25. 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.
Placebo effect
Waist to Hip Ratio
Prototyping
Savanna Preference
26. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Hierarchy of Needs (Design)
Uniform Connectedness
Classical Conditioning
Proximity
27. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Rule of Thirds
Errors
Operant Conditioning
Hick's Law
28. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mimicry
Constancy
Hierarchy
Readability
29. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Proximity
Comparison
80/20 Rule
Symmetry
30. The quality of system output is dependent on the quality of system input.
Operant Conditioning
Affordance
Garbage In - Garbage Out
Von Restorff Effect
31. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Constancy
Rule of Thirds
Layering
Immersion
32. An original model on which something is patterned
Performance Load
Satisficing
Fibonacci Sequence
Archetype
33. A technique for bringing attention to an area of text or image.
Most Average Facial Appearance Effect
Highlighting
Figure-Ground Relationship
Forgiveness
34. A process in which similar characteristics evolve independently in multiple systems.
Expectation Effect
Convergence
Readability
Visibility
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Cost-Benefit
Self- similarity
Law of Pragnanz
Storytelling
36. A process of repeating a set of operation until a specific result is achieved.
Hick's Law
Iteration
Signal- to- Noise Ratio
Performance vs. Preference
37. A technique that influences decision making and judgement by manipulating the way information is presented.
Development Cycle
Legibility
Framing
Face- ism Ratio
38. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Proximity
Recognition over recall
Expectation Effect
39. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Hawthorne Effect
Hierarchy of Needs (Design)
Halo Effect
Life Cycle
40. Elements that are close together are percieved to be more related than elements that are farther apart.
Normal Distribution
Mental Model
Cost-Benefit
Proximity
41. 80% of the effects generated by any large system are caused by 20% of the variables.
Most Average Facial Appearance Effect
Weakest Link
Storytelling
80/20 Rule
42. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Performance vs. Preference
Chunking
Hierarchy
Inverted Pyramid
43. 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.
Good Continuation
Constraint
Figure-Ground Relationship
Baby-Face Bias
44. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Performance vs. Preference
Picture Superiority Effect
Uncertainty Principle
Consistency
45. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Expectation Effect
Normal Distribution
Chunking
46. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Three- Dimensional Projection
Immersion
Legibility
Mental Model
47. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Good Continuation
Legibility
Framing
Errors
48. Memory for recognizing things is better than memory for recalling things.
Modularity
Recognition over recall
Redundancy
Life Cycle
49. A ratio within the elements of a form - such as height to width - approximating 0.618.
Hick's Law
Constancy
Golden Ratio
Consistency
50. An action or ommission of action yielding an unintended result.
80/20 Rule
Placebo effect
Errors
Threat detection