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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 to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Confirmation
Pygmalion Effect
Attractiveness Bias
Scaling Fallacy
2. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Uniform Connectedness
Picture Superiority Effect
Halo Effect
Performance vs. Preference
3. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Form Follows Function
Layering
Chunking
Good Continuation
4. The debgree to which prose can be understood - based on the complexity of words and sentences.
Serial Position Effects
Readability
Prospect-Refuge
Control
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Ockham's Razor
Face- ism Ratio
Fibonacci Sequence
Shaping
6. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Visibility
Most Average Facial Appearance Effect
Form Follows Function
Satisficing
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Von Restorff Effect
Garbage In - Garbage Out
Flexibility-Usability Tradeoff
Similarity
8. 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
Modularity
Closure
Operant Conditioning
9. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Control
Uncertainty Principle
Von Restorff Effect
Iteration
10. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Constancy
Exposure Effect
Recognition over recall
Waist to Hip Ratio
11. The time it takes to make a decision increases as the number of alternatives increases.
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12. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Satisficing
Immersion
Prototyping
Fitts' Law
13. The process of using spatial and environmental information to navigate to a destination.
Demand Characteristics
Wayfinding
Mental Model
Orientation Sensitivity
14. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Rosenthal Effect
Cognitive Dissonance
Waist to Hip Ratio
Picture Superiority Effect
15. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Proximity
Normal Distribution
Operant Conditioning
16. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Readability
Mnemonic Device
Hawthorne Effect
Factor of Safety
17. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Cognitive Dissonance
Life Cycle
Mapping
Mnemonic Device
18. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Rule of Thirds
Mimicry
Rosenthal Effect
19. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Depth of Processing
Framing
Interference Effects
20. A ratio within the elements of a form - such as height to width - approximating 0.618.
Satisficing
Chunking
Common Fate
Golden Ratio
21. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Most Average Facial Appearance Effect
Three- Dimensional Projection
Waist to Hip Ratio
Forgiveness
22. 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.
Mapping
Uniform Connectedness
Uncertainty Principle
Baby-Face Bias
23. 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.
Threat detection
Good Continuation
Cognitive Dissonance
Garbage In - Garbage Out
24. Pictures are remembered better than words.
Serial Position Effects
Flexibility-Usability Tradeoff
Fitts' Law
Picture Superiority Effect
25. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Five Hat Racks
Normal Distribution
Scaling Fallacy
Von Restorff Effect
26. The quality of system output is dependent on the quality of system input.
Progressive Disclosure
Garbage In - Garbage Out
Highlighting
Depth of Processing
27. The usability of a system is improved when its status and methods of use are clearly visible.
Constancy
Expectation Effect
Visibility
Modularity
28. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Readability
Layering
Progressive Disclosure
29. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Von Restorff Effect
Hick's Law
Garbage In - Garbage Out
Structural Forms
30. A property in which a form is made up of parts similar to the whole or to one another.
Cognitive Dissonance
Flexibility-Usability Tradeoff
Ockham's Razor
Self- similarity
31. As the flexiblity of a system increases - its usability decreases.
Self- similarity
Interference Effects
Legibility
Flexibility-Usability Tradeoff
32. 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?)
Good Continuation
Cost-Benefit
Hierarchy
Alignment
33. Elements that are close together are percieved to be more related than elements that are farther apart.
Control
Gutenberg Diagram
Common Fate
Proximity
34. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Iconic Representation
Figure-Ground Relationship
Progressive Disclosure
Hierarchy
35. Patients experience treatment effects based on their belief that a treatment will work.
Ockham's Razor
Threat detection
Placebo effect
Mental Model
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Constancy
Top- Down Lighting Bias
Face- ism Ratio
Closure
37. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Normal Distribution
Uncertainty Principle
Wayfinding
Entry Point
38. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Iconic Representation
Life Cycle
Three- Dimensional Projection
Constancy
40. 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
Development Cycle
Depth of Processing
Visibility
41. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Symmetry
Five Hat Racks
Garbage In - Garbage Out
Entry Point
42. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Prototyping
Constraint
Uniform Connectedness
43. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Development Cycle
Iconic Representation
Orientation Sensitivity
44. 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.
Good Continuation
Feedback Loop
Waist to Hip Ratio
Hierarchy of Needs (Design)
45. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Structural Forms
Storytelling
Uniform Connectedness
46. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Iteration
Hawthorne Effect
Satisficing
Mimicry
47. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Fibonacci Sequence
Law of Pragnanz
Mental Model
Factor of Safety
48. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Common Fate
Performance Load
Top- Down Lighting Bias
Baby-Face Bias
49. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Placebo effect
Baby-Face Bias
Chunking
Legibility
50. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
80/20 Rule
Readability
Modularity
Control