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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 perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Closure
Similarity
Cost-Benefit
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Inverted Pyramid
Pygmalion Effect
Face- ism Ratio
Framing
3. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Five Hat Racks
Threat detection
Shaping
4. The quality of system output is dependent on the quality of system input.
Control
Garbage In - Garbage Out
Good Continuation
Most Average Facial Appearance Effect
5. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Redundancy
Layering
Weakest Link
Prospect-Refuge
6. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Good Continuation
Interference Effects
Rule of Thirds
7. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Threat detection
Iconic Representation
Normal Distribution
Face- ism Ratio
8. 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.
Pygmalion Effect
Accessibility
Inverted Pyramid
Redundancy
9. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Recognition over recall
Baby-Face Bias
Savanna Preference
Performance vs. Preference
10. 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.
Serial Position Effects
Maslow's Hierarchy of Needs
Savanna Preference
Attractiveness Bias
11. The time it takes to make a decision increases as the number of alternatives increases.
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12. 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.
Visibility
Law of Pragnanz
Mapping
Prototyping
13. A ratio within the elements of a form - such as height to width - approximating 0.618.
Readability
Golden Ratio
Confirmation
Prototyping
14. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Hawthorne Effect
Iteration
Attractiveness Bias
Entry Point
15. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Convergence
Uncertainty Principle
Interference Effects
Satisficing
16. As the flexiblity of a system increases - its usability decreases.
Operant Conditioning
Flexibility-Usability Tradeoff
Constancy
Good Continuation
17. The tendency for people to perform better or worse based on the expectations of another.
Alignment
Pygmalion Effect
Layering
Legibility
18. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Operant Conditioning
Closure
Savanna Preference
19. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Alignment
Highlighting
Top- Down Lighting Bias
Rule of Thirds
20. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Proximity
Accessibility
Hawthorne Effect
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.
Chunking
Three- Dimensional Projection
Threat detection
Hierarchy of Needs (Design)
22. The usability of a system is improved when its status and methods of use are clearly visible.
Accessibility
Figure-Ground Relationship
Visibility
Iteration
23. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Figure-Ground Relationship
Rule of Thirds
Constraint
24. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Rosenthal Effect
Storytelling
Layering
Prototyping
25. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Golden Ratio
Top- Down Lighting Bias
Exposure Effect
Picture Superiority Effect
26. The tendency for people to behave differently when they know they are being studied
Hick's Law
Hawthorne Effect
Mimicry
Exposure Effect
27. The time required to move to a target is a function of the target size and distance to the target.
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28. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Operant Conditioning
Affordance
Serial Position Effects
29. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Iteration
Expectation Effect
Mnemonic Device
30. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Classical Conditioning
Similarity
Uniform Connectedness
Immersion
31. 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.
Figure-Ground Relationship
Prototyping
Factor of Safety
Good Continuation
32. People understand and interact with systems and environments based on mental representations developed from experience.
Defensible Space
Mental Model
Cognitive Dissonance
Entry Point
33. 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
Attractiveness Bias
Mimicry
Maslow's Hierarchy of Needs
34. 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.
Weakest Link
Affordance
Serial Position Effects
Three- Dimensional Projection
35. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Iconic Representation
Visibility
Depth of Processing
Expectation Effect
36. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Legibility
Performance Load
Immersion
Depth of Processing
37. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Hick's Law
Iconic Representation
Rosenthal Effect
38. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Serial Position Effects
Mnemonic Device
Constraint
Layering
39. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Hierarchy of Needs (Design)
Rule of Thirds
Iconic Representation
Life Cycle
40. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Serial Position Effects
Uniform Connectedness
Feedback Loop
Form Follows Function
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Life Cycle
Threat detection
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
42. A method of limiting the actions that can be performed on a system.
Most Average Facial Appearance Effect
Waist to Hip Ratio
Operant Conditioning
Constraint
43. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Entry Point
Constraint
Proximity
44. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Layering
Top- Down Lighting Bias
Storytelling
Interference Effects
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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46. The process of using spatial and environmental information to navigate to a destination.
Consistency
Halo Effect
Wayfinding
Modularity
47. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
80/20 Rule
Prospect-Refuge
Flexibility-Usability Tradeoff
Forgiveness
48. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Performance Load
Demand Characteristics
Inverted Pyramid
Orientation Sensitivity
49. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Mental Model
Uncertainty Principle
Rule of Thirds
Fitts' Law
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Shaping
Prototyping
Weakest Link
Affordance