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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 tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Good Continuation
Expectation Effect
Baby-Face Bias
Operant Conditioning
2. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Weakest Link
Von Restorff Effect
Prospect-Refuge
Placebo effect
3. 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.
Rule of Thirds
Convergence
Three- Dimensional Projection
Chunking
4. The time required to move to a target is a function of the target size and distance to the target.
5. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Consistency
Mnemonic Device
Cost-Benefit
6. 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.
Three- Dimensional Projection
Confirmation
Archetype
Good Continuation
7. A ratio within the elements of a form - such as height to width - approximating 0.618.
Entry Point
Golden Ratio
Normal Distribution
Layering
8. 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.
Accessibility
Serial Position Effects
Forgiveness
Progressive Disclosure
9. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Good Continuation
Life Cycle
Affordance
Classical Conditioning
10. Pictures are remembered better than words.
Life Cycle
Rosenthal Effect
Mapping
Picture Superiority Effect
11. 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.
Garbage In - Garbage Out
Mnemonic Device
Good Continuation
Mapping
12. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Flexibility-Usability Tradeoff
Similarity
Face- ism Ratio
Gutenberg Diagram
13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Fibonacci Sequence
Form Follows Function
Demand Characteristics
Operant Conditioning
14. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Savanna Preference
Immersion
Highlighting
15. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Consistency
Redundancy
Three- Dimensional Projection
16. 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
Forgiveness
Picture Superiority Effect
Development Cycle
17. The process of using spatial and environmental information to navigate to a destination.
Waist to Hip Ratio
Wayfinding
Highlighting
Feedback Loop
18. A property of visual equivalence among elements in a form.
Comparison
Constraint
Feedback Loop
Symmetry
19. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Consistency
Layering
Classical Conditioning
20. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
80/20 Rule
Modularity
Mapping
Framing
21. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Expectation Effect
Errors
Halo Effect
Normal Distribution
22. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Entry Point
Chunking
Rule of Thirds
Mimicry
23. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Expectation Effect
Life Cycle
Proximity
Chunking
24. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Placebo effect
Pygmalion Effect
Comparison
25. An attribute of an object that allows people to intuitively know how to use it
Savanna Preference
Forgiveness
Affordance
Accessibility
26. A technique that influences decision making and judgement by manipulating the way information is presented.
Redundancy
Framing
Alignment
Prospect-Refuge
27. 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
Feedback Loop
Legibility
Entry Point
28. 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
Mental Model
Visibility
Savanna Preference
29. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Halo Effect
Von Restorff Effect
Entry Point
Uncertainty Principle
30. The time it takes to make a decision increases as the number of alternatives increases.
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Immersion
Five Hat Racks
Ockham's Razor
32. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Recognition over recall
Closure
Three- Dimensional Projection
Garbage In - Garbage Out
33. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Garbage In - Garbage Out
Von Restorff Effect
Iteration
Interference Effects
34. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Good Continuation
Symmetry
Archetype
Progressive Disclosure
35. A process in which similar characteristics evolve independently in multiple systems.
Most Average Facial Appearance Effect
Top- Down Lighting Bias
Five Hat Racks
Convergence
36. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Waist to Hip Ratio
Halo Effect
Placebo effect
Alignment
37. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Depth of Processing
Hierarchy
Exposure Effect
Most Average Facial Appearance Effect
38. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Errors
Storytelling
Orientation Sensitivity
Law of Pragnanz
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Baby-Face Bias
Entry Point
Mental Model
Prototyping
40. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Highlighting
Consistency
Operant Conditioning
Most Average Facial Appearance Effect
41. 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?)
Factor of Safety
Cost-Benefit
Normal Distribution
Hierarchy of Needs (Design)
42. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Layering
Constraint
Face- ism Ratio
Iconic Representation
43. A tendency to see objects and patterns as 3D when certain visual cues are present.
Expectation Effect
Uniform Connectedness
Three- Dimensional Projection
Performance Load
44. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Signal- to- Noise Ratio
Law of Pragnanz
Uncertainty Principle
Feedback Loop
45. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Framing
Storytelling
Performance vs. Preference
Placebo effect
46. As the flexiblity of a system increases - its usability decreases.
Errors
Flexibility-Usability Tradeoff
Hierarchy
Halo Effect
47. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Life Cycle
Fitts' Law
Classical Conditioning
Orientation Sensitivity
48. 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.
Scaling Fallacy
Garbage In - Garbage Out
Redundancy
Constraint
49. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Exposure Effect
Most Average Facial Appearance Effect
Constraint
Entry Point
50. 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
Immersion
Halo Effect
Five Hat Racks