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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 to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Flexibility-Usability Tradeoff
Highlighting
Rule of Thirds
Attractiveness Bias
2. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Hawthorne Effect
Confirmation
Affordance
3. A ratio within the elements of a form - such as height to width - approximating 0.618.
Orientation Sensitivity
Convergence
Golden Ratio
Hick's Law
4. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Comparison
Progressive Disclosure
Alignment
Wayfinding
5. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Self- similarity
Visibility
Operant Conditioning
Attractiveness Bias
6. 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.
Modularity
Structural Forms
Savanna Preference
Progressive Disclosure
7. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Mnemonic Device
Scaling Fallacy
Accessibility
Five Hat Racks
8. 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.)
Mental Model
Expectation Effect
Operant Conditioning
Garbage In - Garbage Out
9. 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?)
Chunking
Wayfinding
Readability
Cost-Benefit
10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Ockham's Razor
Closure
Cognitive Dissonance
Recognition over recall
11. Elements that are similar are perceived to be more related than elements that are dissimilar.
Baby-Face Bias
Law of Pragnanz
Comparison
Similarity
12. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Symmetry
Ockham's Razor
Top- Down Lighting Bias
Demand Characteristics
13. Patients experience treatment effects based on their belief that a treatment will work.
Satisficing
Placebo effect
Demand Characteristics
Proximity
14. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Visibility
Alignment
Rule of Thirds
15. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Depth of Processing
Iconic Representation
Iteration
Entry Point
16. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Orientation Sensitivity
Wayfinding
Satisficing
Signal- to- Noise Ratio
17. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Recognition over recall
Constraint
Affordance
Normal Distribution
18. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Accessibility
Rule of Thirds
Uniform Connectedness
19. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Pygmalion Effect
Hick's Law
Prospect-Refuge
Inverted Pyramid
20. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Prospect-Refuge
Three- Dimensional Projection
Threat detection
21. 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.
Ockham's Razor
Exposure Effect
Interference Effects
Feedback Loop
22. A tendency to see objects and patterns as 3D when certain visual cues are present.
Symmetry
Von Restorff Effect
Three- Dimensional Projection
Immersion
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
24. The time required to move to a target is a function of the target size and distance to the target.
25. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Good Continuation
Signal- to- Noise Ratio
Constraint
26. 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.
Framing
Garbage In - Garbage Out
Good Continuation
Form Follows Function
27. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Constancy
Baby-Face Bias
Visibility
28. The tendency for people to perform better or worse based on the expectations of another.
Flexibility-Usability Tradeoff
Pygmalion Effect
Affordance
Performance Load
29. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Attractiveness Bias
Comparison
Fibonacci Sequence
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)
Face- ism Ratio
Operant Conditioning
Legibility
Fibonacci Sequence
31. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Orientation Sensitivity
Halo Effect
Maslow's Hierarchy of Needs
Attractiveness Bias
32. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Self- similarity
Gutenberg Diagram
Signal- to- Noise Ratio
Mnemonic Device
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Prototyping
Readability
Gutenberg Diagram
Five Hat Racks
34. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Factor of Safety
Uniform Connectedness
Hick's Law
Iteration
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Rule of Thirds
Comparison
Good Continuation
36. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Accessibility
Mimicry
Consistency
Mental Model
37. 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.
Entry Point
Redundancy
Performance vs. Preference
Pygmalion Effect
38. The use of pictorial images to improve the recognition and recall of signs and controls.
Fitts' Law
Mapping
Maslow's Hierarchy of Needs
Iconic Representation
39. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Exposure Effect
Mnemonic Device
Similarity
Five Hat Racks
40. A property of visual equivalence among elements in a form.
Factor of Safety
Mapping
Symmetry
Performance Load
41. An original model on which something is patterned
Rule of Thirds
Life Cycle
Gutenberg Diagram
Archetype
42. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.
Visibility
Performance vs. Preference
Confirmation
Hierarchy of Needs (Design)
43. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Classical Conditioning
Storytelling
Top- Down Lighting Bias
Development Cycle
44. The tendency for people to behave differently when they know they are being studied
Demand Characteristics
Cost-Benefit
Hawthorne Effect
Prospect-Refuge
45. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Iteration
Framing
Modularity
46. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Mental Model
Orientation Sensitivity
Placebo effect
47. 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
Alignment
Control
48. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Self- similarity
Closure
Waist to Hip Ratio
Classical Conditioning
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Prospect-Refuge
Symmetry
Control
Classical Conditioning
50. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Convergence
Most Average Facial Appearance Effect
Common Fate