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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 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
Storytelling
Recognition over recall
Hick's Law
2. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Similarity
Iconic Representation
Inverted Pyramid
Affordance
3. 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.
Figure-Ground Relationship
Serial Position Effects
Rosenthal Effect
Prototyping
4. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Form Follows Function
Expectation Effect
Structural Forms
Hierarchy
5. A technique for bringing attention to an area of text or image.
Halo Effect
Highlighting
Placebo effect
Shaping
6. Elements that are close together are percieved to be more related than elements that are farther apart.
Cost-Benefit
Proximity
Garbage In - Garbage Out
Golden Ratio
7. 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
Top- Down Lighting Bias
Common Fate
Orientation Sensitivity
Uniform Connectedness
8. 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.
Chunking
Proximity
Mnemonic Device
Confirmation
9. The relative ease with which a destination - idea - or concept may be reached.
Flexibility-Usability Tradeoff
Cost-Benefit
Mnemonic Device
Accessibility
10. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Comparison
Performance vs. Preference
Uniform Connectedness
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Face- ism Ratio
Top- Down Lighting Bias
Life Cycle
Cognitive Dissonance
12. Teachers treat students differently based on their expectations of how students will perform.
Confirmation
Rosenthal Effect
Entry Point
Serial Position Effects
13. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Von Restorff Effect
Mapping
Five Hat Racks
Waist to Hip Ratio
14. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Five Hat Racks
Rule of Thirds
Control
15. 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)
Signal- to- Noise Ratio
Scaling Fallacy
Defensible Space
Self- similarity
16. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Symmetry
Picture Superiority Effect
Orientation Sensitivity
17. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Expectation Effect
Interference Effects
Orientation Sensitivity
18. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Control
Face- ism Ratio
Demand Characteristics
Three- Dimensional Projection
19. An action or ommission of action yielding an unintended result.
Constancy
Normal Distribution
Errors
Signal- to- Noise Ratio
20. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Control
Archetype
Similarity
Immersion
21. A sequence of numbers in which each number is the sum of the preceding two.
Top- Down Lighting Bias
Scaling Fallacy
Demand Characteristics
Fibonacci Sequence
22. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Halo Effect
Control
Layering
Legibility
23. The time it takes to make a decision increases as the number of alternatives increases.
24. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prospect-Refuge
Halo Effect
Demand Characteristics
Golden Ratio
25. A tendency to see objects and patterns as 3D when certain visual cues are present.
Pygmalion Effect
Factor of Safety
Hawthorne Effect
Three- Dimensional Projection
26. The tendency for people to perform better or worse based on the expectations of another.
Symmetry
Waist to Hip Ratio
Signal- to- Noise Ratio
Pygmalion Effect
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Recognition over recall
Accessibility
Rule of Thirds
Legibility
28. A property of visual equivalence among elements in a form.
Golden Ratio
Good Continuation
Symmetry
Attractiveness Bias
29. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Three- Dimensional Projection
Golden Ratio
Depth of Processing
Defensible Space
30. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Von Restorff Effect
Operant Conditioning
Structural Forms
Performance vs. Preference
31. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Legibility
Rule of Thirds
Readability
Performance vs. Preference
32. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Cognitive Dissonance
Chunking
Prospect-Refuge
Fitts' Law
33. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Orientation Sensitivity
Attractiveness Bias
Inverted Pyramid
Visibility
34. A technique that influences decision making and judgement by manipulating the way information is presented.
Hawthorne Effect
Factor of Safety
Redundancy
Framing
35. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Expectation Effect
Forgiveness
Redundancy
Top- Down Lighting Bias
36. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Maslow's Hierarchy of Needs
Law of Pragnanz
Recognition over recall
Factor of Safety
37. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Most Average Facial Appearance Effect
Immersion
Confirmation
38. As the flexiblity of a system increases - its usability decreases.
Orientation Sensitivity
Flexibility-Usability Tradeoff
Von Restorff Effect
Serial Position Effects
39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Garbage In - Garbage Out
Inverted Pyramid
Comparison
Mimicry
40. People understand and interact with systems and environments based on mental representations developed from experience.
Highlighting
Mental Model
Performance Load
Face- ism Ratio
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Similarity
Errors
Five Hat Racks
42. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Halo Effect
Depth of Processing
Mapping
43. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Defensible Space
Garbage In - Garbage Out
Baby-Face Bias
Exposure Effect
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Three- Dimensional Projection
Threat detection
Framing
Rosenthal Effect
45. 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.
Common Fate
Convergence
Waist to Hip Ratio
Garbage In - Garbage Out
46. Memory for recognizing things is better than memory for recalling things.
Picture Superiority Effect
Law of Pragnanz
Recognition over recall
Flexibility-Usability Tradeoff
47. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Savanna Preference
Good Continuation
Weakest Link
Most Average Facial Appearance Effect
48. 80% of the effects generated by any large system are caused by 20% of the variables.
Golden Ratio
Top- Down Lighting Bias
Five Hat Racks
80/20 Rule
49. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Five Hat Racks
Operant Conditioning
Development Cycle
Mimicry
50. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Serial Position Effects
Demand Characteristics
Cost-Benefit
Von Restorff Effect