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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. Elements that are close together are percieved to be more related than elements that are farther apart.
Ockham's Razor
Factor of Safety
Proximity
Recognition over recall
2. 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
Readability
Maslow's Hierarchy of Needs
Placebo effect
3. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Framing
Mimicry
Modularity
4. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Wayfinding
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Chunking
5. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Classical Conditioning
Savanna Preference
Convergence
6. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Gutenberg Diagram
Prototyping
Most Average Facial Appearance Effect
7. Patients experience treatment effects based on their belief that a treatment will work.
Framing
Mimicry
Placebo effect
Von Restorff Effect
8. The use of pictorial images to improve the recognition and recall of signs and controls.
Performance Load
Good Continuation
Iconic Representation
Development Cycle
9. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Affordance
Feedback Loop
Placebo effect
10. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Readability
Similarity
Most Average Facial Appearance Effect
11. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Comparison
Uncertainty Principle
Legibility
Prospect-Refuge
12. A method of limiting the actions that can be performed on a system.
80/20 Rule
Constraint
Readability
Placebo effect
13. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Mapping
Serial Position Effects
Cost-Benefit
Von Restorff Effect
14. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Performance Load
Cognitive Dissonance
Classical Conditioning
15. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Hawthorne Effect
Constraint
Uniform Connectedness
16. 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)
Storytelling
Scaling Fallacy
Wayfinding
Modularity
17. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Life Cycle
Waist to Hip Ratio
Signal- to- Noise Ratio
Satisficing
18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mental Model
Comparison
Cost-Benefit
Golden Ratio
19. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Flexibility-Usability Tradeoff
Uncertainty Principle
Serial Position Effects
20. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Form Follows Function
Threat detection
Waist to Hip Ratio
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Fibonacci Sequence
Self- similarity
Layering
22. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Figure-Ground Relationship
Serial Position Effects
Constraint
Structural Forms
23. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Legibility
Performance Load
Classical Conditioning
Depth of Processing
24. Elements that are similar are perceived to be more related than elements that are dissimilar.
Savanna Preference
Halo Effect
Similarity
Classical Conditioning
25. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Alignment
Life Cycle
Hierarchy
Confirmation
26. Given a choice between functionally equivalent designs - the simplest design should be selected.
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27. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Consistency
Most Average Facial Appearance Effect
Affordance
Exposure Effect
28. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Uncertainty Principle
Top- Down Lighting Bias
Pygmalion Effect
Three- Dimensional Projection
29. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Convergence
Figure-Ground Relationship
Prospect-Refuge
30. 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
Mimicry
Hick's Law
Control
31. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Baby-Face Bias
Prototyping
Savanna Preference
Mnemonic Device
32. The debgree to which prose can be understood - based on the complexity of words and sentences.
Accessibility
Figure-Ground Relationship
Readability
Convergence
33. The usability of a system is improved when its status and methods of use are clearly visible.
Uncertainty Principle
Constraint
Visibility
Symmetry
34. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Control
Orientation Sensitivity
Form Follows Function
35. A property of visual equivalence among elements in a form.
Symmetry
Legibility
Readability
Forgiveness
36. A technique for bringing attention to an area of text or image.
Chunking
Prospect-Refuge
Highlighting
Figure-Ground Relationship
37. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Flexibility-Usability Tradeoff
Demand Characteristics
Legibility
Life Cycle
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Uniform Connectedness
Uncertainty Principle
Operant Conditioning
Defensible Space
39. Memory for recognizing things is better than memory for recalling things.
Iteration
Recognition over recall
80/20 Rule
Maslow's Hierarchy of Needs
40. A process in which similar characteristics evolve independently in multiple systems.
Errors
Comparison
Readability
Convergence
41. 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.
Development Cycle
Proximity
Placebo effect
Serial Position Effects
42. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Wayfinding
Depth of Processing
Scaling Fallacy
43. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Face- ism Ratio
Garbage In - Garbage Out
Immersion
Placebo effect
44. A tendency to see objects and patterns as 3D when certain visual cues are present.
Framing
Accessibility
Three- Dimensional Projection
Uniform Connectedness
45. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Prototyping
Similarity
Performance vs. Preference
46. 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.
Five Hat Racks
Legibility
Mental Model
Feedback Loop
47. 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.
Baby-Face Bias
Waist to Hip Ratio
Mimicry
Life Cycle
48. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Self- similarity
Top- Down Lighting Bias
Forgiveness
Factor of Safety
49. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Interference Effects
Structural Forms
Symmetry
50. The process of using spatial and environmental information to navigate to a destination.
Life Cycle
Structural Forms
Mimicry
Wayfinding