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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. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Progressive Disclosure
Von Restorff Effect
Control
Recognition over recall
2. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Iteration
Mimicry
Gutenberg Diagram
Exposure Effect
3. The process of using spatial and environmental information to navigate to a destination.
Control
Confirmation
Exposure Effect
Wayfinding
4. 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.
Feedback Loop
Mental Model
Face- ism Ratio
Consistency
5. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Three- Dimensional Projection
Convergence
Immersion
6. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Figure-Ground Relationship
Iteration
Halo Effect
7. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Life Cycle
Mental Model
Factor of Safety
8. Memory for recognizing things is better than memory for recalling things.
Forgiveness
Immersion
Prospect-Refuge
Recognition over recall
9. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Legibility
Framing
Demand Characteristics
Mapping
10. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Visibility
Weakest Link
Prospect-Refuge
Face- ism Ratio
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Fibonacci Sequence
Self- similarity
Chunking
80/20 Rule
12. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Threat detection
Visibility
Rule of Thirds
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Law of Pragnanz
Framing
Three- Dimensional Projection
Hierarchy
14. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Alignment
Golden Ratio
Orientation Sensitivity
Storytelling
15. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Development Cycle
Five Hat Racks
Life Cycle
Law of Pragnanz
16. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Accessibility
Wayfinding
Comparison
Orientation Sensitivity
17. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Scaling Fallacy
Alignment
Affordance
18. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Cognitive Dissonance
Weakest Link
80/20 Rule
Waist to Hip Ratio
19. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Control
Halo Effect
Depth of Processing
Consistency
20. 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.
Cost-Benefit
Redundancy
Proximity
Prospect-Refuge
21. The quality of system output is dependent on the quality of system input.
Savanna Preference
Affordance
Golden Ratio
Garbage In - Garbage Out
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Symmetry
Life Cycle
Consistency
Most Average Facial Appearance Effect
23. An action or ommission of action yielding an unintended result.
Hawthorne Effect
Fitts' Law
Modularity
Errors
24. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Picture Superiority Effect
Shaping
Life Cycle
Forgiveness
25. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Affordance
Convergence
Picture Superiority Effect
26. The usability of a system is improved when similar parts are expressed in similar ways.
Self- similarity
Legibility
Framing
Consistency
27. A method of limiting the actions that can be performed on a system.
Entry Point
Hawthorne Effect
Constraint
Common Fate
28. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Entry Point
Similarity
Comparison
Form Follows Function
29. 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
Iteration
Alignment
Flexibility-Usability Tradeoff
30. A property of visual equivalence among elements in a form.
Feedback Loop
Mental Model
Symmetry
Constraint
31. A process of repeating a set of operation until a specific result is achieved.
Similarity
Life Cycle
Scaling Fallacy
Iteration
32. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Recognition over recall
Savanna Preference
Development Cycle
Von Restorff Effect
33. The time it takes to make a decision increases as the number of alternatives increases.
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Mapping
Control
Fitts' Law
Classical Conditioning
35. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Garbage In - Garbage Out
Fibonacci Sequence
Inverted Pyramid
Ockham's Razor
36. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Self- similarity
Golden Ratio
Pygmalion Effect
Progressive Disclosure
37. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Life Cycle
Satisficing
Demand Characteristics
38. A process in which similar characteristics evolve independently in multiple systems.
Consistency
Convergence
Feedback Loop
Redundancy
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
40. The relative ease with which a destination - idea - or concept may be reached.
Shaping
Visibility
Iteration
Accessibility
41. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Demand Characteristics
Life Cycle
Prospect-Refuge
Weakest Link
42. An attribute of an object that allows people to intuitively know how to use it
Affordance
Errors
Savanna Preference
Chunking
43. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Self- similarity
Highlighting
Cognitive Dissonance
Iteration
44. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Affordance
Classical Conditioning
Iconic Representation
Interference Effects
45. A technique for bringing attention to an area of text or image.
Savanna Preference
Highlighting
Symmetry
Halo Effect
46. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Errors
Satisficing
Five Hat Racks
47. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Three- Dimensional Projection
Cost-Benefit
Constancy
Affordance
48. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Serial Position Effects
Baby-Face Bias
Iteration
Forgiveness
49. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Prototyping
Consistency
Figure-Ground Relationship
Confirmation
50. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Mnemonic Device
Modularity
Mimicry