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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 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.
Archetype
Entry Point
Proximity
Waist to Hip Ratio
2. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Flexibility-Usability Tradeoff
Closure
Common Fate
3. 80% of the effects generated by any large system are caused by 20% of the variables.
Defensible Space
Chunking
80/20 Rule
Entry Point
4. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Classical Conditioning
Von Restorff Effect
Similarity
5. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Self- similarity
Halo Effect
Exposure Effect
Mimicry
6. A technique for bringing attention to an area of text or image.
Archetype
Feedback Loop
Structural Forms
Highlighting
7. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Entry Point
Immersion
Convergence
8. Pictures are remembered better than words.
Picture Superiority Effect
Interference Effects
Fitts' Law
Exposure Effect
9. The relative ease with which a destination - idea - or concept may be reached.
Uniform Connectedness
Accessibility
Weakest Link
Three- Dimensional Projection
10. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Confirmation
Accessibility
Threat detection
Life Cycle
11. The process of using spatial and environmental information to navigate to a destination.
Progressive Disclosure
Wayfinding
Hawthorne Effect
Archetype
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Self- similarity
Form Follows Function
Performance Load
Iconic Representation
13. 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?)
Cost-Benefit
Recognition over recall
Iconic Representation
Accessibility
14. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Rosenthal Effect
Fibonacci Sequence
Constraint
15. A technique that influences decision making and judgement by manipulating the way information is presented.
Development Cycle
Constraint
Framing
Picture Superiority Effect
16. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Defensible Space
Closure
Control
Iteration
17. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Baby-Face Bias
Waist to Hip Ratio
Law of Pragnanz
Threat detection
18. The time it takes to make a decision increases as the number of alternatives increases.
19. 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
Self- similarity
Classical Conditioning
Entry Point
20. 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.
Wayfinding
Figure-Ground Relationship
Attractiveness Bias
Good Continuation
21. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Framing
Modularity
Figure-Ground Relationship
Baby-Face Bias
22. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Operant Conditioning
Fibonacci Sequence
Five Hat Racks
Maslow's Hierarchy of Needs
23. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Errors
Closure
Iconic Representation
24. A property in which a form is made up of parts similar to the whole or to one another.
Mapping
Self- similarity
Rule of Thirds
Recognition over recall
25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Performance Load
Demand Characteristics
Halo Effect
Orientation Sensitivity
26. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Picture Superiority Effect
Von Restorff Effect
Immersion
Five Hat Racks
27. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Highlighting
Storytelling
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
28. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Figure-Ground Relationship
Weakest Link
Confirmation
Symmetry
29. 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.
Placebo effect
Savanna Preference
Face- ism Ratio
Operant Conditioning
30. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hierarchy
Comparison
Errors
Mental Model
31. A process of repeating a set of operation until a specific result is achieved.
Golden Ratio
Iteration
Orientation Sensitivity
Flexibility-Usability Tradeoff
32. 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
Gutenberg Diagram
Performance vs. Preference
Hierarchy
33. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Scaling Fallacy
Picture Superiority Effect
Legibility
Depth of Processing
34. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mimicry
Normal Distribution
Mnemonic Device
Affordance
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Satisficing
Law of Pragnanz
Serial Position Effects
Chunking
36. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Orientation Sensitivity
Expectation Effect
Control
Fitts' Law
37. 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
Visibility
Consistency
Performance vs. Preference
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Layering
Weakest Link
Development Cycle
39. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Chunking
Gutenberg Diagram
Inverted Pyramid
Affordance
40. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mimicry
Immersion
Threat detection
Control
41. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Pygmalion Effect
Constraint
Exposure Effect
Serial Position Effects
42. A process in which similar characteristics evolve independently in multiple systems.
Hawthorne Effect
Exposure Effect
Convergence
Law of Pragnanz
43. An attribute of an object that allows people to intuitively know how to use it
Affordance
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Classical Conditioning
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Forgiveness
Consistency
Proximity
Similarity
45. A sequence of numbers in which each number is the sum of the preceding two.
Affordance
Recognition over recall
Fibonacci Sequence
Rosenthal Effect
46. An original model on which something is patterned
Archetype
Five Hat Racks
Operant Conditioning
Feedback Loop
47. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Signal- to- Noise Ratio
Confirmation
Attractiveness Bias
Cognitive Dissonance
48. People understand and interact with systems and environments based on mental representations developed from experience.
Highlighting
Mental Model
Rosenthal Effect
Development Cycle
49. Given a choice between functionally equivalent designs - the simplest design should be selected.
50. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Exposure Effect
Hierarchy
Signal- to- Noise Ratio