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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. 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?)
Alignment
Chunking
Cost-Benefit
Prospect-Refuge
2. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Exposure Effect
Similarity
Defensible Space
3. 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.)
Expectation Effect
Wayfinding
Demand Characteristics
Redundancy
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Form Follows Function
Mapping
Demand Characteristics
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Structural Forms
Shaping
Fibonacci Sequence
Errors
6. 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.
Flexibility-Usability Tradeoff
Feedback Loop
80/20 Rule
Fitts' Law
7. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Attractiveness Bias
Inverted Pyramid
Rule of Thirds
Symmetry
8. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Common Fate
Garbage In - Garbage Out
Chunking
9. An attribute of an object that allows people to intuitively know how to use it
Uniform Connectedness
Affordance
Most Average Facial Appearance Effect
Framing
10. Elements that are close together are percieved to be more related than elements that are farther apart.
Redundancy
Proximity
Attractiveness Bias
Iteration
11. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Legibility
Development Cycle
Cognitive Dissonance
Garbage In - Garbage Out
12. Pictures are remembered better than words.
Savanna Preference
Confirmation
Uncertainty Principle
Picture Superiority Effect
13. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Defensible Space
Halo Effect
Progressive Disclosure
Law of Pragnanz
14. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Garbage In - Garbage Out
Cost-Benefit
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
15. The tendency for people to behave differently when they know they are being studied
Depth of Processing
Layering
Scaling Fallacy
Hawthorne Effect
16. An action or ommission of action yielding an unintended result.
Classical Conditioning
Threat detection
Errors
Inverted Pyramid
17. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Garbage In - Garbage Out
Convergence
Ockham's Razor
18. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance Load
Performance vs. Preference
Errors
Maslow's Hierarchy of Needs
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Garbage In - Garbage Out
Storytelling
Defensible Space
20. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Fibonacci Sequence
Three- Dimensional Projection
Top- Down Lighting Bias
Law of Pragnanz
21. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Mnemonic Device
Errors
Hick's Law
22. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Mnemonic Device
Performance Load
Three- Dimensional Projection
23. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Wayfinding
Interference Effects
Performance Load
Redundancy
24. People understand and interact with systems and environments based on mental representations developed from experience.
Uncertainty Principle
Alignment
Mental Model
Ockham's Razor
25. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy
Accessibility
Scaling Fallacy
Good Continuation
26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Wayfinding
Form Follows Function
Gutenberg Diagram
Confirmation
27. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Signal- to- Noise Ratio
Chunking
Baby-Face Bias
Constraint
28. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Interference Effects
Factor of Safety
Uniform Connectedness
29. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Performance Load
Hierarchy of Needs (Design)
Prospect-Refuge
Waist to Hip Ratio
30. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Legibility
Hick's Law
Factor of Safety
Satisficing
31. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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32. The process of using spatial and environmental information to navigate to a destination.
Immersion
Wayfinding
Mental Model
Recognition over recall
33. 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.
Good Continuation
Similarity
Figure-Ground Relationship
Redundancy
34. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Framing
Consistency
Immersion
35. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Hawthorne Effect
Mental Model
Control
36. 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.
Baby-Face Bias
Savanna Preference
Threat detection
Immersion
37. The time required to move to a target is a function of the target size and distance to the target.
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38. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Mental Model
Face- ism Ratio
Mapping
Exposure Effect
39. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Scaling Fallacy
Mental Model
Convergence
40. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Classical Conditioning
Uncertainty Principle
Common Fate
Baby-Face Bias
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Constraint
Redundancy
Similarity
Three- Dimensional Projection
42. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Control
Most Average Facial Appearance Effect
Mental Model
Placebo effect
43. Patients experience treatment effects based on their belief that a treatment will work.
Iteration
Wayfinding
Accessibility
Placebo effect
44. The usability of a system is improved when its status and methods of use are clearly visible.
Waist to Hip Ratio
Storytelling
Fitts' Law
Visibility
45. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Scaling Fallacy
Legibility
Uniform Connectedness
Constancy
46. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Closure
Layering
Fibonacci Sequence
Threat detection
47. 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.
Chunking
Orientation Sensitivity
Waist to Hip Ratio
Alignment
48. A process in which similar characteristics evolve independently in multiple systems.
Consistency
Depth of Processing
Closure
Convergence
49. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Constraint
Similarity
Depth of Processing
Operant Conditioning
50. 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.
Depth of Processing
Chunking
Framing
Halo Effect