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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 usability of a system is improved when its status and methods of use are clearly visible.
Picture Superiority Effect
Visibility
Affordance
Golden Ratio
2. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Feedback Loop
Expectation Effect
Normal Distribution
Convergence
3. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Good Continuation
Iteration
Common Fate
4. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Satisficing
Proximity
Cognitive Dissonance
Highlighting
5. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Immersion
Classical Conditioning
Performance Load
Structural Forms
6. 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.
Rule of Thirds
Mapping
Serial Position Effects
Forgiveness
7. The usability of a system is improved when similar parts are expressed in similar ways.
Uncertainty Principle
Consistency
Exposure Effect
Entry Point
8. 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)
Ockham's Razor
Life Cycle
Scaling Fallacy
Picture Superiority Effect
9. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Most Average Facial Appearance Effect
Structural Forms
Fitts' Law
Legibility
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Defensible Space
Consistency
Self- similarity
Golden Ratio
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hierarchy of Needs (Design)
Affordance
Common Fate
Top- Down Lighting Bias
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Life Cycle
Exposure Effect
80/20 Rule
Performance vs. Preference
13. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Structural Forms
Three- Dimensional Projection
Operant Conditioning
14. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Savanna Preference
Five Hat Racks
Expectation Effect
15. Memory for recognizing things is better than memory for recalling things.
Forgiveness
Recognition over recall
Performance vs. Preference
80/20 Rule
16. The time it takes to make a decision increases as the number of alternatives increases.
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17. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Archetype
Uniform Connectedness
Fibonacci Sequence
Readability
18. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Fibonacci Sequence
Figure-Ground Relationship
Hierarchy
Satisficing
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Garbage In - Garbage Out
Constancy
Control
Forgiveness
20. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Forgiveness
Mimicry
Serial Position Effects
Defensible Space
21. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Constraint
Mnemonic Device
Five Hat Racks
Baby-Face Bias
22. The process of using spatial and environmental information to navigate to a destination.
Archetype
Wayfinding
Fibonacci Sequence
Self- similarity
23. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Prototyping
Prospect-Refuge
Shaping
24. 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.
Readability
Fibonacci Sequence
Most Average Facial Appearance Effect
Savanna Preference
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Attractiveness Bias
Confirmation
Redundancy
26. 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.
Defensible Space
Garbage In - Garbage Out
Fibonacci Sequence
Waist to Hip Ratio
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Readability
Defensible Space
Closure
Modularity
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Prospect-Refuge
Similarity
Figure-Ground Relationship
Storytelling
29. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Mimicry
Performance Load
Progressive Disclosure
Halo Effect
30. A process of repeating a set of operation until a specific result is achieved.
Depth of Processing
Iteration
Law of Pragnanz
Five Hat Racks
31. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Iconic Representation
Forgiveness
Most Average Facial Appearance Effect
32. 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.)
Affordance
Expectation Effect
Ockham's Razor
Orientation Sensitivity
33. 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.
Chunking
Proximity
Rule of Thirds
Threat detection
34. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Signal- to- Noise Ratio
Progressive Disclosure
Rule of Thirds
Garbage In - Garbage Out
35. 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.
Self- similarity
Affordance
Redundancy
Shaping
36. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Shaping
Layering
Performance vs. Preference
37. An action or ommission of action yielding an unintended result.
Errors
Baby-Face Bias
Rule of Thirds
Performance Load
38. The tendency for people to perform better or worse based on the expectations of another.
Von Restorff Effect
Iteration
Flexibility-Usability Tradeoff
Pygmalion Effect
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Threat detection
Gutenberg Diagram
Hick's Law
Mapping
40. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Law of Pragnanz
Uncertainty Principle
Waist to Hip Ratio
41. 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
Garbage In - Garbage Out
Recognition over recall
Iteration
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Three- Dimensional Projection
Hierarchy of Needs (Design)
Operant Conditioning
Readability
43. 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.
Halo Effect
Maslow's Hierarchy of Needs
Serial Position Effects
Mnemonic Device
44. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Progressive Disclosure
Attractiveness Bias
Entry Point
Mnemonic Device
45. A property of visual equivalence among elements in a form.
Symmetry
80/20 Rule
Proximity
Constraint
46. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Waist to Hip Ratio
Confirmation
Attractiveness Bias
Von Restorff Effect
47. The quality of system output is dependent on the quality of system input.
Von Restorff Effect
Prospect-Refuge
Garbage In - Garbage Out
Rosenthal Effect
48. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Operant Conditioning
Accessibility
Hierarchy
Wayfinding
49. 80% of the effects generated by any large system are caused by 20% of the variables.
Self- similarity
Fibonacci Sequence
Good Continuation
80/20 Rule
50. 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
Attractiveness Bias
Accessibility
Common Fate
Constraint