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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 property of visual equivalence among elements in a form.
Performance Load
Face- ism Ratio
Symmetry
Constraint
2. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Satisficing
Normal Distribution
Mimicry
Life Cycle
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Layering
Symmetry
Mental Model
4. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Comparison
Immersion
Serial Position Effects
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Ockham's Razor
Mapping
Threat detection
6. 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.
Von Restorff Effect
Feedback Loop
Iconic Representation
Waist to Hip Ratio
7. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Halo Effect
Defensible Space
Readability
Form Follows Function
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Hierarchy of Needs (Design)
Alignment
Golden Ratio
9. A technique that influences decision making and judgement by manipulating the way information is presented.
Demand Characteristics
Framing
Threat detection
Legibility
10. 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)
Fitts' Law
Performance vs. Preference
Three- Dimensional Projection
Scaling Fallacy
11. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Top- Down Lighting Bias
Structural Forms
Face- ism Ratio
Cost-Benefit
12. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Development Cycle
Maslow's Hierarchy of Needs
Modularity
Satisficing
13. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Fibonacci Sequence
Errors
Ockham's Razor
14. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Life Cycle
Constraint
Ockham's Razor
15. Teachers treat students differently based on their expectations of how students will perform.
Scaling Fallacy
Rosenthal Effect
Cognitive Dissonance
Performance vs. Preference
16. The usability of a system is improved when its status and methods of use are clearly visible.
Layering
Most Average Facial Appearance Effect
Cost-Benefit
Visibility
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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18. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Garbage In - Garbage Out
Defensible Space
Legibility
Figure-Ground Relationship
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Exposure Effect
Baby-Face Bias
Most Average Facial Appearance Effect
Inverted Pyramid
20. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Ockham's Razor
Mnemonic Device
Hawthorne Effect
Closure
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Hawthorne Effect
Normal Distribution
Development Cycle
22. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Proximity
Affordance
Common Fate
Alignment
23. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Fitts' Law
Rule of Thirds
24. The time it takes to make a decision increases as the number of alternatives increases.
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25. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Ockham's Razor
Cognitive Dissonance
Form Follows Function
Closure
26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Highlighting
Figure-Ground Relationship
Confirmation
Interference Effects
27. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Errors
Classical Conditioning
Signal- to- Noise Ratio
Fitts' Law
28. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Threat detection
Immersion
Weakest Link
Uncertainty Principle
29. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Comparison
Five Hat Racks
Garbage In - Garbage Out
Errors
30. 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.
Exposure Effect
Fibonacci Sequence
Feedback Loop
Prospect-Refuge
31. 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
Redundancy
Garbage In - Garbage Out
Three- Dimensional Projection
32. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Rule of Thirds
Exposure Effect
Good Continuation
Visibility
33. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Good Continuation
Comparison
Immersion
34. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Mental Model
Exposure Effect
Entry Point
35. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Constraint
Rosenthal Effect
Framing
36. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Weakest Link
Signal- to- Noise Ratio
Threat detection
Feedback Loop
37. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Mimicry
Shaping
Uniform Connectedness
Uncertainty Principle
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Signal- to- Noise Ratio
Garbage In - Garbage Out
Serial Position Effects
Comparison
39. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Depth of Processing
Golden Ratio
Control
Rule of Thirds
40. 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
Performance Load
Pygmalion Effect
Fibonacci Sequence
41. 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.)
Life Cycle
Expectation Effect
Framing
Shaping
42. 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.
Mimicry
Cost-Benefit
Proximity
Serial Position Effects
43. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Halo Effect
Factor of Safety
Hick's Law
44. A sequence of numbers in which each number is the sum of the preceding two.
Defensible Space
Fibonacci Sequence
Von Restorff Effect
Self- similarity
45. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Recognition over recall
Operant Conditioning
Highlighting
Figure-Ground Relationship
46. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Constancy
Chunking
Layering
47. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Golden Ratio
Convergence
Face- ism Ratio
Legibility
48. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Constancy
Structural Forms
Progressive Disclosure
49. A method of limiting the actions that can be performed on a system.
Constraint
Similarity
Halo Effect
Three- Dimensional Projection
50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Alignment
Exposure Effect
Orientation Sensitivity
Gutenberg Diagram