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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. People understand and interact with systems and environments based on mental representations developed from experience.
Demand Characteristics
Mental Model
Expectation Effect
Iconic Representation
2. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Prospect-Refuge
Uniform Connectedness
Life Cycle
Mapping
3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Mapping
Serial Position Effects
Ockham's Razor
4. 80% of the effects generated by any large system are caused by 20% of the variables.
Feedback Loop
Weakest Link
80/20 Rule
Self- similarity
5. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Legibility
Uncertainty Principle
Layering
Exposure Effect
6. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Good Continuation
Confirmation
Entry Point
7. The quality of system output is dependent on the quality of system input.
Hierarchy of Needs (Design)
Iteration
Garbage In - Garbage Out
Common Fate
8. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Threat detection
Similarity
Rule of Thirds
Face- ism Ratio
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?)
Iconic Representation
Face- ism Ratio
Cost-Benefit
Cognitive Dissonance
10. The usability of a system is improved when similar parts are expressed in similar ways.
Classical Conditioning
Forgiveness
Consistency
Performance vs. Preference
11. The process of using spatial and environmental information to navigate to a destination.
Mental Model
Wayfinding
Progressive Disclosure
Constancy
12. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Rosenthal Effect
Constraint
Convergence
13. 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.
Alignment
Rule of Thirds
Serial Position Effects
Gutenberg Diagram
14. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Entry Point
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
Exposure Effect
15. A technique for bringing attention to an area of text or image.
Interference Effects
Weakest Link
Most Average Facial Appearance Effect
Highlighting
16. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Layering
Framing
Depth of Processing
17. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Wayfinding
Feedback Loop
Waist to Hip Ratio
18. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Control
Progressive Disclosure
Three- Dimensional Projection
Baby-Face Bias
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Classical Conditioning
Performance vs. Preference
Von Restorff Effect
20. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Iconic Representation
Halo Effect
Baby-Face Bias
Satisficing
21. 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.
Golden Ratio
Satisficing
Picture Superiority Effect
Chunking
22. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Savanna Preference
Readability
Three- Dimensional Projection
23. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Constraint
Law of Pragnanz
Legibility
Hawthorne Effect
24. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Flexibility-Usability Tradeoff
Factor of Safety
Demand Characteristics
Five Hat Racks
25. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Satisficing
Garbage In - Garbage Out
Framing
Most Average Facial Appearance Effect
26. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Performance Load
Normal Distribution
Face- ism Ratio
Performance vs. Preference
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Normal Distribution
Form Follows Function
Modularity
Most Average Facial Appearance Effect
28. Elements that are close together are percieved to be more related than elements that are farther apart.
Fitts' Law
Highlighting
Cost-Benefit
Proximity
29. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Comparison
Prospect-Refuge
Uniform Connectedness
Closure
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Figure-Ground Relationship
Weakest Link
Self- similarity
31. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Feedback Loop
Exposure Effect
Entry Point
Similarity
32. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Feedback Loop
Golden Ratio
Self- similarity
33. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Most Average Facial Appearance Effect
Storytelling
Similarity
Shaping
34. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Satisficing
Similarity
Mapping
35. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Performance vs. Preference
Factor of Safety
Five Hat Racks
Modularity
36. A process in which similar characteristics evolve independently in multiple systems.
Self- similarity
Convergence
Layering
Inverted Pyramid
37. An action or ommission of action yielding an unintended result.
Inverted Pyramid
Errors
Cost-Benefit
Wayfinding
38. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Inverted Pyramid
Attractiveness Bias
Most Average Facial Appearance Effect
Development Cycle
39. Teachers treat students differently based on their expectations of how students will perform.
Classical Conditioning
Rosenthal Effect
Gutenberg Diagram
Mapping
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Demand Characteristics
Chunking
Savanna Preference
Storytelling
41. The use of pictorial images to improve the recognition and recall of signs and controls.
Five Hat Racks
Iconic Representation
80/20 Rule
Mnemonic Device
42. A property in which a form is made up of parts similar to the whole or to one another.
Halo Effect
Scaling Fallacy
Self- similarity
Baby-Face Bias
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Signal- to- Noise Ratio
Law of Pragnanz
Face- ism Ratio
Hierarchy of Needs (Design)
44. An attribute of an object that allows people to intuitively know how to use it
Five Hat Racks
Three- Dimensional Projection
Affordance
Mental Model
45. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Most Average Facial Appearance Effect
Expectation Effect
Demand Characteristics
Defensible Space
46. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
80/20 Rule
Good Continuation
Forgiveness
Interference Effects
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Garbage In - Garbage Out
Good Continuation
Cognitive Dissonance
Self- similarity
48. 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
Development Cycle
Placebo effect
Modularity
49. A technique that influences decision making and judgement by manipulating the way information is presented.
Placebo effect
Framing
Archetype
Performance vs. Preference
50. As the flexiblity of a system increases - its usability decreases.
Savanna Preference
Entry Point
Flexibility-Usability Tradeoff
Serial Position Effects