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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 term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Consistency
Readability
Savanna Preference
Normal Distribution
2. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Normal Distribution
Savanna Preference
Shaping
3. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Exposure Effect
Performance Load
Prospect-Refuge
4. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Visibility
Top- Down Lighting Bias
Rule of Thirds
5. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Hick's Law
Orientation Sensitivity
Face- ism Ratio
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Legibility
Orientation Sensitivity
Mnemonic Device
Golden Ratio
7. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Golden Ratio
Signal- to- Noise Ratio
Orientation Sensitivity
Shaping
8. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Wayfinding
Figure-Ground Relationship
Closure
Immersion
9. A property in which a form is made up of parts similar to the whole or to one another.
Maslow's Hierarchy of Needs
Self- similarity
Prototyping
Symmetry
10. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Law of Pragnanz
Face- ism Ratio
Similarity
Exposure Effect
11. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Uniform Connectedness
80/20 Rule
Depth of Processing
Form Follows Function
12. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Three- Dimensional Projection
Baby-Face Bias
Depth of Processing
Progressive Disclosure
13. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Forgiveness
Mnemonic Device
Interference Effects
Inverted Pyramid
14. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
80/20 Rule
Face- ism Ratio
Gutenberg Diagram
15. A technique for bringing attention to an area of text or image.
Highlighting
Readability
Signal- to- Noise Ratio
Waist to Hip Ratio
16. The relative ease with which a destination - idea - or concept may be reached.
Readability
Hierarchy
Wayfinding
Accessibility
17. Teachers treat students differently based on their expectations of how students will perform.
Classical Conditioning
Face- ism Ratio
Modularity
Rosenthal Effect
18. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mental Model
Three- Dimensional Projection
Placebo effect
Redundancy
19. A method of limiting the actions that can be performed on a system.
Visibility
Constraint
Savanna Preference
Control
20. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Control
Figure-Ground Relationship
Scaling Fallacy
Three- Dimensional Projection
21. The process of using spatial and environmental information to navigate to a destination.
Face- ism Ratio
Wayfinding
Iconic Representation
Layering
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Common Fate
Self- similarity
Top- Down Lighting Bias
Closure
23. A process in which similar characteristics evolve independently in multiple systems.
Archetype
Convergence
Law of Pragnanz
Readability
24. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Three- Dimensional Projection
80/20 Rule
Hick's Law
Life Cycle
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Accessibility
Satisficing
Readability
26. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Inverted Pyramid
Interference Effects
Performance Load
Hawthorne Effect
27. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Modularity
Framing
Mapping
Factor of Safety
28. 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)
Threat detection
Cost-Benefit
Scaling Fallacy
Immersion
29. 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.
Common Fate
Factor of Safety
Mapping
Classical Conditioning
30. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Framing
Life Cycle
Modularity
Rosenthal Effect
31. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Good Continuation
Depth of Processing
Proximity
32. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Feedback Loop
Closure
Most Average Facial Appearance Effect
33. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Scaling Fallacy
Orientation Sensitivity
Picture Superiority Effect
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
35. An attribute of an object that allows people to intuitively know how to use it
Affordance
Flexibility-Usability Tradeoff
Similarity
Fibonacci Sequence
36. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Proximity
Signal- to- Noise Ratio
Closure
Performance Load
37. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Fitts' Law
Prototyping
Consistency
Form Follows Function
38. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Common Fate
Attractiveness Bias
Modularity
Mental Model
39. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Comparison
Placebo effect
Storytelling
Cognitive Dissonance
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Proximity
Modularity
Maslow's Hierarchy of Needs
Development Cycle
41. A sequence of numbers in which each number is the sum of the preceding two.
Visibility
Fibonacci Sequence
Gutenberg Diagram
Layering
42. Elements that are close together are percieved to be more related than elements that are farther apart.
Rosenthal Effect
Uncertainty Principle
Accessibility
Proximity
43. 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?)
Performance Load
Cost-Benefit
Scaling Fallacy
Hierarchy of Needs (Design)
44. Memory for recognizing things is better than memory for recalling things.
Defensible Space
Proximity
Recognition over recall
Control
45. 80% of the effects generated by any large system are caused by 20% of the variables.
Shaping
80/20 Rule
Picture Superiority Effect
Uncertainty Principle
46. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Depth of Processing
Legibility
Mimicry
Modularity
47. The usability of a system is improved when its status and methods of use are clearly visible.
Prototyping
Common Fate
Visibility
Consistency
48. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Threat detection
Feedback Loop
Serial Position Effects
Demand Characteristics
49. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Performance Load
Rule of Thirds
Attractiveness Bias
Gutenberg Diagram
50. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mimicry
Maslow's Hierarchy of Needs
Shaping
Prospect-Refuge