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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 process of repeating a set of operation until a specific result is achieved.
Errors
Iteration
Control
Structural Forms
2. 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.
Good Continuation
Iconic Representation
Errors
Entry Point
3. As the flexiblity of a system increases - its usability decreases.
Inverted Pyramid
Flexibility-Usability Tradeoff
Uniform Connectedness
Five Hat Racks
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Inverted Pyramid
Control
Archetype
Structural Forms
5. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Most Average Facial Appearance Effect
Inverted Pyramid
Cost-Benefit
Classical Conditioning
6. 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.)
Legibility
Consistency
Expectation Effect
Rosenthal Effect
7. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Shaping
Feedback Loop
Redundancy
Interference Effects
8. The relative ease with which a destination - idea - or concept may be reached.
Defensible Space
Accessibility
Signal- to- Noise Ratio
Ockham's Razor
9. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Baby-Face Bias
Cost-Benefit
Performance Load
Iteration
10. An attribute of an object that allows people to intuitively know how to use it
Affordance
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Accessibility
11. The quality of system output is dependent on the quality of system input.
Hick's Law
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Feedback Loop
12. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Factor of Safety
Cognitive Dissonance
Fitts' Law
13. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Accessibility
Hawthorne Effect
Operant Conditioning
Savanna Preference
14. 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.
Serial Position Effects
Halo Effect
Accessibility
Mental Model
15. The usability of a system is improved when similar parts are expressed in similar ways.
Rosenthal Effect
Von Restorff Effect
Consistency
Accessibility
16. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Flexibility-Usability Tradeoff
Gutenberg Diagram
Threat detection
Hierarchy
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Affordance
Feedback Loop
Development Cycle
Defensible Space
18. A property of visual equivalence among elements in a form.
Rosenthal Effect
Constraint
Symmetry
Normal Distribution
19. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Scaling Fallacy
Flexibility-Usability Tradeoff
Figure-Ground Relationship
Highlighting
20. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Waist to Hip Ratio
Expectation Effect
Self- similarity
Uncertainty Principle
21. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Control
Depth of Processing
Comparison
Mimicry
22. Elements that are similar are perceived to be more related than elements that are dissimilar.
Control
Hawthorne Effect
Similarity
Waist to Hip Ratio
23. 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?)
Proximity
Scaling Fallacy
Storytelling
Cost-Benefit
24. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Prospect-Refuge
Mimicry
Inverted Pyramid
Structural Forms
25. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Ockham's Razor
Expectation Effect
Prospect-Refuge
26. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Pygmalion Effect
Normal Distribution
Hick's Law
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Archetype
Constancy
Closure
Iteration
28. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Waist to Hip Ratio
Cost-Benefit
Hierarchy of Needs (Design)
Threat detection
29. 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.
Affordance
Classical Conditioning
Fibonacci Sequence
Redundancy
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
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31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Pygmalion Effect
Ockham's Razor
Legibility
Consistency
32. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Picture Superiority Effect
Entry Point
Proximity
Halo Effect
33. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Mimicry
Feedback Loop
Similarity
34. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Uncertainty Principle
Law of Pragnanz
Life Cycle
Mental Model
35. The time it takes to make a decision increases as the number of alternatives increases.
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36. The tendency for people to behave differently when they know they are being studied
Placebo effect
Shaping
Hawthorne Effect
Ockham's Razor
37. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Affordance
Flexibility-Usability Tradeoff
Constancy
38. 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.
Common Fate
Mnemonic Device
Feedback Loop
Good Continuation
39. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Entry Point
Alignment
Prospect-Refuge
Three- Dimensional Projection
40. Pictures are remembered better than words.
Visibility
Picture Superiority Effect
Five Hat Racks
Satisficing
41. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Exposure Effect
Wayfinding
Signal- to- Noise Ratio
Rosenthal Effect
42. The process of using spatial and environmental information to navigate to a destination.
Hierarchy of Needs (Design)
Mental Model
Prospect-Refuge
Wayfinding
43. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Mental Model
Gutenberg Diagram
Consistency
44. A technique for bringing attention to an area of text or image.
Highlighting
Similarity
Legibility
Self- similarity
45. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Redundancy
Performance Load
Law of Pragnanz
Face- ism Ratio
46. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Most Average Facial Appearance Effect
Storytelling
Good Continuation
47. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Prototyping
Rule of Thirds
Satisficing
Similarity
48. People understand and interact with systems and environments based on mental representations developed from experience.
Redundancy
Mental Model
Prospect-Refuge
Ockham's Razor
49. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Life Cycle
Satisficing
Wayfinding
Baby-Face Bias
50. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Rule of Thirds
Constancy
Development Cycle