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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 quality of system output is dependent on the quality of system input.
Control
Symmetry
Garbage In - Garbage Out
Expectation Effect
2. The time it takes to make a decision increases as the number of alternatives increases.
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3. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Pygmalion Effect
Rule of Thirds
Most Average Facial Appearance Effect
Baby-Face Bias
4. 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
Iteration
Entry Point
Constancy
5. Teachers treat students differently based on their expectations of how students will perform.
Prototyping
Maslow's Hierarchy of Needs
Recognition over recall
Rosenthal Effect
6. 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)
Convergence
Highlighting
Errors
Scaling Fallacy
7. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Demand Characteristics
Iteration
Constancy
Interference Effects
8. The use of pictorial images to improve the recognition and recall of signs and controls.
Rule of Thirds
Shaping
Iconic Representation
Entry Point
9. People understand and interact with systems and environments based on mental representations developed from experience.
Three- Dimensional Projection
Serial Position Effects
Mental Model
Constancy
10. 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.
Recognition over recall
Form Follows Function
Prototyping
Feedback Loop
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Halo Effect
Symmetry
Mnemonic Device
80/20 Rule
12. 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.
Factor of Safety
Hawthorne Effect
Redundancy
Classical Conditioning
13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Hierarchy
Gutenberg Diagram
Forgiveness
Constancy
14. 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.
Serial Position Effects
Convergence
Control
Similarity
15. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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16. Elements that are similar are perceived to be more related than elements that are dissimilar.
Fitts' Law
Confirmation
Similarity
Convergence
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Iconic Representation
Feedback Loop
Control
Top- Down Lighting Bias
18. Memory for recognizing things is better than memory for recalling things.
Picture Superiority Effect
Chunking
Recognition over recall
Self- similarity
19. 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
Iconic Representation
Placebo effect
Shaping
20. 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?)
Mental Model
Cost-Benefit
Flexibility-Usability Tradeoff
Three- Dimensional Projection
21. The relative ease with which a destination - idea - or concept may be reached.
Normal Distribution
Accessibility
Attractiveness Bias
Storytelling
22. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Self- similarity
Comparison
Form Follows Function
Performance vs. Preference
23. A technique that influences decision making and judgement by manipulating the way information is presented.
Figure-Ground Relationship
Hierarchy
Flexibility-Usability Tradeoff
Framing
24. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Flexibility-Usability Tradeoff
Depth of Processing
Closure
Shaping
25. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Signal- to- Noise Ratio
Face- ism Ratio
Progressive Disclosure
Constancy
26. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Waist to Hip Ratio
Rosenthal Effect
Shaping
Law of Pragnanz
27. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Iteration
Threat detection
Halo Effect
Face- ism Ratio
28. The usability of a system is improved when similar parts are expressed in similar ways.
Iconic Representation
Consistency
Demand Characteristics
Waist to Hip Ratio
29. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Confirmation
Law of Pragnanz
Alignment
Symmetry
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mimicry
Legibility
Flexibility-Usability Tradeoff
Defensible Space
31. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Operant Conditioning
Maslow's Hierarchy of Needs
Structural Forms
Proximity
32. Patients experience treatment effects based on their belief that a treatment will work.
Expectation Effect
Development Cycle
Placebo effect
Top- Down Lighting Bias
33. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Modularity
Attractiveness Bias
Baby-Face Bias
Progressive Disclosure
34. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Attractiveness Bias
Satisficing
Gutenberg Diagram
Life Cycle
35. 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
Hick's Law
Halo Effect
Uncertainty Principle
36. A property in which a form is made up of parts similar to the whole or to one another.
Law of Pragnanz
Framing
Self- similarity
Progressive Disclosure
37. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Storytelling
Form Follows Function
Mental Model
Chunking
38. The usability of a system is improved when its status and methods of use are clearly visible.
Mental Model
Scaling Fallacy
Visibility
Placebo effect
39. A technique for bringing attention to an area of text or image.
Entry Point
Highlighting
Von Restorff Effect
Form Follows Function
40. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Serial Position Effects
Demand Characteristics
Mnemonic Device
Feedback Loop
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Flexibility-Usability Tradeoff
Highlighting
Three- Dimensional Projection
Constraint
42. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Operant Conditioning
Uncertainty Principle
Immersion
Feedback Loop
43. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Serial Position Effects
Exposure Effect
Inverted Pyramid
Errors
44. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Hawthorne Effect
80/20 Rule
Confirmation
Depth of Processing
45. 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.
Savanna Preference
Satisficing
Mimicry
Garbage In - Garbage Out
46. A process of repeating a set of operation until a specific result is achieved.
Highlighting
Chunking
Entry Point
Iteration
47. An action or ommission of action yielding an unintended result.
Errors
Recognition over recall
Golden Ratio
Highlighting
48. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Legibility
Errors
Modularity
Ockham's Razor
49. Given a choice between functionally equivalent designs - the simplest design should be selected.
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50. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Inverted Pyramid
Closure
Forgiveness
Mnemonic Device