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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.
Defensible Space
Performance Load
Visibility
Inverted Pyramid
2. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Good Continuation
Weakest Link
Placebo effect
Mimicry
3. A process in which similar characteristics evolve independently in multiple systems.
Interference Effects
Convergence
Mnemonic Device
Orientation Sensitivity
4. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Face- ism Ratio
Three- Dimensional Projection
Fitts' Law
Interference Effects
5. 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
Modularity
Flexibility-Usability Tradeoff
Common Fate
Hierarchy of Needs (Design)
6. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Uncertainty Principle
Signal- to- Noise Ratio
Scaling Fallacy
Cognitive Dissonance
7. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Layering
Affordance
Law of Pragnanz
Interference Effects
8. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Consistency
Legibility
Comparison
Performance Load
9. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Proximity
Constraint
Normal Distribution
Shaping
10. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Symmetry
Progressive Disclosure
Performance vs. Preference
11. A tendency to see objects and patterns as 3D when certain visual cues are present.
Fibonacci Sequence
Demand Characteristics
Baby-Face Bias
Three- Dimensional Projection
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Comparison
Golden Ratio
Most Average Facial Appearance Effect
Prototyping
13. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Highlighting
Classical Conditioning
Scaling Fallacy
Defensible Space
14. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Rule of Thirds
Most Average Facial Appearance Effect
Structural Forms
Golden Ratio
15. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Threat detection
Orientation Sensitivity
Mnemonic Device
Wayfinding
16. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Exposure Effect
Convergence
Baby-Face Bias
17. 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.)
Storytelling
Hierarchy of Needs (Design)
Expectation Effect
Mnemonic Device
18. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Garbage In - Garbage Out
Confirmation
Control
Hick's Law
19. A ratio within the elements of a form - such as height to width - approximating 0.618.
Prototyping
Alignment
Mapping
Golden Ratio
20. An action or ommission of action yielding an unintended result.
Maslow's Hierarchy of Needs
Inverted Pyramid
Errors
Mimicry
21. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Structural Forms
Control
Operant Conditioning
Halo Effect
22. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Iconic Representation
Hierarchy of Needs (Design)
Fibonacci Sequence
Legibility
23. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Ockham's Razor
Top- Down Lighting Bias
Uniform Connectedness
Control
24. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Serial Position Effects
Entry Point
Figure-Ground Relationship
Hierarchy of Needs (Design)
25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Waist to Hip Ratio
Attractiveness Bias
Shaping
Orientation Sensitivity
26. As the flexiblity of a system increases - its usability decreases.
Legibility
Five Hat Racks
Satisficing
Flexibility-Usability Tradeoff
27. A method of limiting the actions that can be performed on a system.
Ockham's Razor
Constraint
Uniform Connectedness
Scaling Fallacy
28. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Cognitive Dissonance
Immersion
Prospect-Refuge
Forgiveness
29. A technique for bringing attention to an area of text or image.
Errors
Closure
Highlighting
Defensible Space
30. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Life Cycle
Classical Conditioning
Three- Dimensional Projection
Similarity
31. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Normal Distribution
Pygmalion Effect
Symmetry
32. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Picture Superiority Effect
Exposure Effect
Cognitive Dissonance
33. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Threat detection
80/20 Rule
Demand Characteristics
Good Continuation
34. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Satisficing
Halo Effect
Readability
Von Restorff Effect
35. 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.
Performance Load
Maslow's Hierarchy of Needs
Savanna Preference
Development Cycle
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Redundancy
Comparison
Von Restorff Effect
37. Teachers treat students differently based on their expectations of how students will perform.
Uncertainty Principle
Top- Down Lighting Bias
Gutenberg Diagram
Rosenthal Effect
38. 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.
Prototyping
Chunking
Consistency
Redundancy
39. The tendency for people to behave differently when they know they are being studied
Iconic Representation
Hawthorne Effect
Progressive Disclosure
Three- Dimensional Projection
40. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Operant Conditioning
Scaling Fallacy
Iteration
Forgiveness
41. 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.
Confirmation
Waist to Hip Ratio
Constancy
Structural Forms
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Classical Conditioning
Confirmation
Iteration
Closure
43. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hick's Law
Inverted Pyramid
Weakest Link
Errors
44. 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
Three- Dimensional Projection
Progressive Disclosure
Fibonacci Sequence
45. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Halo Effect
Flexibility-Usability Tradeoff
Uncertainty Principle
46. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Cognitive Dissonance
Hierarchy
Iteration
47. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Consistency
Affordance
Law of Pragnanz
48. The usability of a system is improved when similar parts are expressed in similar ways.
Baby-Face Bias
Life Cycle
Layering
Consistency
49. Patients experience treatment effects based on their belief that a treatment will work.
Storytelling
Hierarchy of Needs (Design)
Placebo effect
Waist to Hip Ratio
50. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Garbage In - Garbage Out
Life Cycle
Convergence