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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 tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Classical Conditioning
Prospect-Refuge
Mnemonic Device
Immersion
2. 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
Storytelling
Performance Load
Iteration
3. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Highlighting
Fitts' Law
Mimicry
4. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Shaping
Prospect-Refuge
Entry Point
5. The usability of a system is improved when its status and methods of use are clearly visible.
Normal Distribution
Hick's Law
Visibility
Archetype
6. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Weakest Link
Control
Closure
7. 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
Garbage In - Garbage Out
Modularity
Serial Position Effects
8. 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
Storytelling
Common Fate
Performance vs. Preference
Inverted Pyramid
9. Pictures are remembered better than words.
Iconic Representation
Demand Characteristics
Confirmation
Picture Superiority Effect
10. 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.
Redundancy
Progressive Disclosure
Alignment
Hierarchy
11. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Development Cycle
Savanna Preference
Placebo effect
12. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Placebo effect
Golden Ratio
Face- ism Ratio
Ockham's Razor
13. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Pygmalion Effect
Exposure Effect
Layering
Performance Load
14. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Highlighting
Alignment
Wayfinding
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Satisficing
Legibility
Development Cycle
Depth of Processing
16. Memory for recognizing things is better than memory for recalling things.
Proximity
Recognition over recall
Common Fate
Mimicry
17. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Savanna Preference
Five Hat Racks
Framing
18. The time it takes to make a decision increases as the number of alternatives increases.
19. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Law of Pragnanz
Uniform Connectedness
Convergence
Development Cycle
20. 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.
Framing
Common Fate
Forgiveness
Serial Position Effects
21. A technique for bringing attention to an area of text or image.
Form Follows Function
Highlighting
Legibility
Flexibility-Usability Tradeoff
22. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Confirmation
Law of Pragnanz
Orientation Sensitivity
Flexibility-Usability Tradeoff
23. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Law of Pragnanz
Serial Position Effects
Depth of Processing
24. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Three- Dimensional Projection
Uncertainty Principle
Top- Down Lighting Bias
Life Cycle
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Comparison
Scaling Fallacy
Classical Conditioning
Hick's Law
26. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Garbage In - Garbage Out
Forgiveness
Chunking
Picture Superiority Effect
27. A tendency to see objects and patterns as 3D when certain visual cues are present.
Performance vs. Preference
Garbage In - Garbage Out
Hierarchy
Three- Dimensional Projection
28. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Von Restorff Effect
Exposure Effect
Similarity
Depth of Processing
29. The debgree to which prose can be understood - based on the complexity of words and sentences.
Halo Effect
Structural Forms
Readability
Closure
30. Elements that are similar are perceived to be more related than elements that are dissimilar.
Convergence
Baby-Face Bias
Accessibility
Similarity
31. 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)
Scaling Fallacy
Placebo effect
Classical Conditioning
Five Hat Racks
32. 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.
Mapping
Uniform Connectedness
Hierarchy
Ockham's Razor
33. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Framing
Similarity
Hierarchy
Three- Dimensional Projection
34. The tendency for people to behave differently when they know they are being studied
Legibility
Hawthorne Effect
Weakest Link
Gutenberg Diagram
35. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Confirmation
Feedback Loop
Accessibility
Uncertainty Principle
36. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
80/20 Rule
Visibility
Signal- to- Noise Ratio
Uniform Connectedness
37. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Archetype
Iteration
Interference Effects
Chunking
38. An original model on which something is patterned
Performance Load
Archetype
Errors
Golden Ratio
39. The time required to move to a target is a function of the target size and distance to the target.
40. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Maslow's Hierarchy of Needs
Golden Ratio
Constancy
Archetype
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Closure
Mapping
Development Cycle
Proximity
42. The usability of a system is improved when similar parts are expressed in similar ways.
Placebo effect
Similarity
Consistency
Ockham's Razor
43. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Confirmation
Structural Forms
Five Hat Racks
Law of Pragnanz
44. Patients experience treatment effects based on their belief that a treatment will work.
Modularity
Placebo effect
Cognitive Dissonance
Consistency
45. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Pygmalion Effect
Defensible Space
Closure
Mapping
46. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Weakest Link
Iconic Representation
Iteration
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Framing
Halo Effect
Development Cycle
48. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Gutenberg Diagram
Normal Distribution
Exposure Effect
Immersion
49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Shaping
Storytelling
Signal- to- Noise Ratio
Entry Point
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Symmetry
Immersion
Halo Effect
Form Follows Function