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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 tendency for people to perform better or worse based on the expectations of another.
Rosenthal Effect
Hierarchy of Needs (Design)
Demand Characteristics
Pygmalion Effect
2. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Legibility
Operant Conditioning
Redundancy
3. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Form Follows Function
Convergence
Fitts' Law
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Wayfinding
Garbage In - Garbage Out
Hierarchy
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Picture Superiority Effect
Exposure Effect
Accessibility
Rule of Thirds
6. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Uniform Connectedness
Threat detection
Flexibility-Usability Tradeoff
Immersion
7. 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.
Savanna Preference
Defensible Space
Placebo effect
Pygmalion Effect
8. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Normal Distribution
Attractiveness Bias
Common Fate
Expectation Effect
9. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Law of Pragnanz
Satisficing
Entry Point
10. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hierarchy of Needs (Design)
Comparison
Structural Forms
Maslow's Hierarchy of Needs
11. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iconic Representation
Fitts' Law
Signal- to- Noise Ratio
Immersion
12. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Common Fate
Weakest Link
Iconic Representation
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Structural Forms
Picture Superiority Effect
Hawthorne Effect
14. A ratio within the elements of a form - such as height to width - approximating 0.618.
Maslow's Hierarchy of Needs
Development Cycle
Prospect-Refuge
Golden Ratio
15. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Expectation Effect
Progressive Disclosure
Mnemonic Device
Golden Ratio
16. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Immersion
Expectation Effect
Fitts' Law
17. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Framing
Depth of Processing
80/20 Rule
18. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Archetype
Wayfinding
Defensible Space
Closure
19. A method of limiting the actions that can be performed on a system.
Immersion
Constraint
Cost-Benefit
Maslow's Hierarchy of Needs
20. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Top- Down Lighting Bias
Cognitive Dissonance
Good Continuation
Storytelling
21. An original model on which something is patterned
Symmetry
Cost-Benefit
Archetype
Pygmalion Effect
22. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Normal Distribution
Attractiveness Bias
Readability
Hierarchy
23. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Performance vs. Preference
Consistency
Scaling Fallacy
24. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Performance Load
Self- similarity
Development Cycle
Similarity
25. A sequence of numbers in which each number is the sum of the preceding two.
Halo Effect
Flexibility-Usability Tradeoff
Mimicry
Fibonacci Sequence
26. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Symmetry
Constancy
Garbage In - Garbage Out
Face- ism Ratio
27. Pictures are remembered better than words.
Picture Superiority Effect
Symmetry
Entry Point
Mental Model
28. The time required to move to a target is a function of the target size and distance to the target.
29. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Maslow's Hierarchy of Needs
Three- Dimensional Projection
Placebo effect
Law of Pragnanz
30. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Fitts' Law
Performance Load
Recognition over recall
Alignment
31. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Rule of Thirds
Threat detection
Exposure Effect
Forgiveness
32. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Affordance
Uniform Connectedness
Satisficing
33. 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.
Errors
Maslow's Hierarchy of Needs
Baby-Face Bias
Serial Position Effects
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Halo Effect
Placebo effect
Constancy
Readability
35. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Mimicry
Constraint
Errors
36. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Confirmation
Top- Down Lighting Bias
Alignment
Iconic Representation
37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Wayfinding
Readability
Face- ism Ratio
Exposure Effect
38. 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?)
Serial Position Effects
Constancy
Shaping
Cost-Benefit
39. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Self- similarity
Convergence
Form Follows Function
40. A technique for bringing attention to an area of text or image.
Three- Dimensional Projection
Von Restorff Effect
Highlighting
Accessibility
41. The time it takes to make a decision increases as the number of alternatives increases.
42. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
43. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Inverted Pyramid
Accessibility
Five Hat Racks
Threat detection
44. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Hick's Law
Savanna Preference
Convergence
45. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Forgiveness
Uniform Connectedness
Figure-Ground Relationship
Errors
46. A process of repeating a set of operation until a specific result is achieved.
Mapping
Highlighting
Iteration
Affordance
47. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Symmetry
Entry Point
Hierarchy
Errors
48. As the flexiblity of a system increases - its usability decreases.
Feedback Loop
Alignment
Readability
Flexibility-Usability Tradeoff
49. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Modularity
Depth of Processing
Hierarchy of Needs (Design)
Factor of Safety
50. 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.
Entry Point
Immersion
Form Follows Function
Waist to Hip Ratio