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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 greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Recognition over recall
Performance Load
Normal Distribution
Form Follows Function
2. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Hierarchy of Needs (Design)
Confirmation
Uncertainty Principle
Orientation Sensitivity
3. 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
Mimicry
Demand Characteristics
Common Fate
Cognitive Dissonance
4. A technique for bringing attention to an area of text or image.
Figure-Ground Relationship
Highlighting
Recognition over recall
Prospect-Refuge
5. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Structural Forms
Five Hat Racks
Attractiveness Bias
Constraint
6. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Gutenberg Diagram
Demand Characteristics
Normal Distribution
Mental Model
7. 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.
Rule of Thirds
Interference Effects
Entry Point
Waist to Hip Ratio
8. Elements that are similar are perceived to be more related than elements that are dissimilar.
Inverted Pyramid
Legibility
Expectation Effect
Similarity
9. The process of using spatial and environmental information to navigate to a destination.
Weakest Link
Wayfinding
Pygmalion Effect
Fitts' Law
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Exposure Effect
Constancy
Top- Down Lighting Bias
Layering
11. A sequence of numbers in which each number is the sum of the preceding two.
Modularity
Progressive Disclosure
Mimicry
Fibonacci Sequence
12. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Layering
Storytelling
Modularity
13. Patients experience treatment effects based on their belief that a treatment will work.
Garbage In - Garbage Out
Weakest Link
Placebo effect
Mimicry
14. A method of limiting the actions that can be performed on a system.
Forgiveness
Operant Conditioning
Constraint
Ockham's Razor
15. The tendency for people to behave differently when they know they are being studied
Progressive Disclosure
Interference Effects
Hawthorne Effect
Hierarchy
16. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Demand Characteristics
Feedback Loop
Affordance
Cognitive Dissonance
17. Elements that are close together are percieved to be more related than elements that are farther apart.
Progressive Disclosure
Proximity
Mnemonic Device
Highlighting
18. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
80/20 Rule
Top- Down Lighting Bias
Mapping
Immersion
19. A property in which a form is made up of parts similar to the whole or to one another.
Development Cycle
Face- ism Ratio
Self- similarity
Top- Down Lighting Bias
20. 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)
Orientation Sensitivity
Scaling Fallacy
Prototyping
Garbage In - Garbage Out
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Depth of Processing
Self- similarity
Common Fate
Weakest Link
22. An action or ommission of action yielding an unintended result.
Signal- to- Noise Ratio
Immersion
Errors
Iconic Representation
23. A process in which similar characteristics evolve independently in multiple systems.
Constraint
Life Cycle
Convergence
Feedback Loop
24. 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?)
Cost-Benefit
Law of Pragnanz
Pygmalion Effect
Expectation Effect
25. 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
Von Restorff Effect
Demand Characteristics
Shaping
26. 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
Face- ism Ratio
Golden Ratio
Feedback Loop
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Rule of Thirds
Law of Pragnanz
Face- ism Ratio
Redundancy
28. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Face- ism Ratio
Common Fate
Shaping
Prospect-Refuge
29. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Halo Effect
Self- similarity
Pygmalion Effect
Control
30. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Comparison
Uniform Connectedness
Hick's Law
Serial Position Effects
31. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Prototyping
Forgiveness
Consistency
Storytelling
32. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Feedback Loop
Weakest Link
Uncertainty Principle
Figure-Ground Relationship
33. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Entry Point
Operant Conditioning
Visibility
Rule of Thirds
34. 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
Baby-Face Bias
Chunking
Confirmation
35. 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.
Mental Model
Self- similarity
Mnemonic Device
Good Continuation
36. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Layering
Savanna Preference
Storytelling
Progressive Disclosure
37. 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.
Constancy
Attractiveness Bias
Hawthorne Effect
Redundancy
38. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Figure-Ground Relationship
Uncertainty Principle
Rule of Thirds
Classical Conditioning
39. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Serial Position Effects
Satisficing
Convergence
Affordance
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Form Follows Function
Fitts' Law
Development Cycle
Five Hat Racks
41. A property of visual equivalence among elements in a form.
Readability
Symmetry
Chunking
Cost-Benefit
42. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Inverted Pyramid
Closure
Confirmation
Prototyping
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Cognitive Dissonance
Modularity
Symmetry
Interference Effects
44. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mimicry
Expectation Effect
Readability
Placebo effect
45. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Five Hat Racks
Picture Superiority Effect
Normal Distribution
Law of Pragnanz
46. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Performance vs. Preference
Mimicry
Ockham's Razor
47. The time it takes to make a decision increases as the number of alternatives increases.
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48. Teachers treat students differently based on their expectations of how students will perform.
Interference Effects
Closure
Cost-Benefit
Rosenthal Effect
49. People understand and interact with systems and environments based on mental representations developed from experience.
Savanna Preference
Cognitive Dissonance
Shaping
Mental Model
50. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Fitts' Law
Comparison
Structural Forms
Consistency