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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 diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Depth of Processing
Structural Forms
Gutenberg Diagram
Legibility
2. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Errors
Normal Distribution
Structural Forms
Development Cycle
3. The usability of a system is improved when similar parts are expressed in similar ways.
Interference Effects
Consistency
Cost-Benefit
Hick's Law
4. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Mnemonic Device
Legibility
Inverted Pyramid
5. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
80/20 Rule
Hawthorne Effect
Comparison
6. 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.
Self- similarity
Rosenthal Effect
Classical Conditioning
Savanna Preference
7. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Performance Load
Figure-Ground Relationship
Expectation Effect
8. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Feedback Loop
Baby-Face Bias
Savanna Preference
9. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
80/20 Rule
Von Restorff Effect
Demand Characteristics
Face- ism Ratio
10. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Serial Position Effects
Recognition over recall
Rosenthal Effect
11. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Satisficing
Iteration
Scaling Fallacy
Most Average Facial Appearance Effect
12. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Immersion
Fitts' Law
Threat detection
13. Patients experience treatment effects based on their belief that a treatment will work.
Uncertainty Principle
Placebo effect
Hierarchy of Needs (Design)
Entry Point
14. The quality of system output is dependent on the quality of system input.
Hierarchy of Needs (Design)
Mnemonic Device
Constraint
Garbage In - Garbage Out
15. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mnemonic Device
Performance vs. Preference
Top- Down Lighting Bias
Five Hat Racks
16. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Mapping
Legibility
Gutenberg Diagram
17. 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?)
Good Continuation
Highlighting
Cost-Benefit
Picture Superiority Effect
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Uniform Connectedness
Affordance
Prospect-Refuge
Symmetry
19. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Baby-Face Bias
Redundancy
Von Restorff Effect
Common Fate
20. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Pygmalion Effect
Normal Distribution
Classical Conditioning
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Rosenthal Effect
Von Restorff Effect
Mimicry
22. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Demand Characteristics
Satisficing
Similarity
Face- ism Ratio
23. The tendency for people to perform better or worse based on the expectations of another.
Framing
Rosenthal Effect
Constancy
Pygmalion Effect
24. The debgree to which prose can be understood - based on the complexity of words and sentences.
Savanna Preference
Readability
Control
Performance Load
25. A sequence of numbers in which each number is the sum of the preceding two.
Figure-Ground Relationship
Ockham's Razor
Affordance
Fibonacci Sequence
26. A process of repeating a set of operation until a specific result is achieved.
Iconic Representation
Symmetry
Iteration
Threat detection
27. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Figure-Ground Relationship
Mimicry
Visibility
28. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Prototyping
Depth of Processing
Uncertainty Principle
Readability
29. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Most Average Facial Appearance Effect
Cognitive Dissonance
Structural Forms
Pygmalion Effect
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Cognitive Dissonance
Legibility
Flexibility-Usability Tradeoff
Mapping
31. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Signal- to- Noise Ratio
Feedback Loop
Mental Model
Layering
32. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mapping
Picture Superiority Effect
Comparison
80/20 Rule
33. An original model on which something is patterned
Affordance
Archetype
Satisficing
Legibility
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Legibility
Classical Conditioning
Most Average Facial Appearance Effect
Confirmation
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Attractiveness Bias
Demand Characteristics
Figure-Ground Relationship
Halo Effect
36. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Weakest Link
Entry Point
Law of Pragnanz
Layering
37. A property of visual equivalence among elements in a form.
Form Follows Function
Legibility
Five Hat Racks
Symmetry
38. Elements that are similar are perceived to be more related than elements that are dissimilar.
Feedback Loop
Similarity
Demand Characteristics
Defensible Space
39. A property in which a form is made up of parts similar to the whole or to one another.
Classical Conditioning
Operant Conditioning
Self- similarity
Serial Position Effects
40. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Golden Ratio
Threat detection
Modularity
Wayfinding
41. The usability of a system is improved when its status and methods of use are clearly visible.
Accessibility
Five Hat Racks
Visibility
Classical Conditioning
42. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Control
Threat detection
80/20 Rule
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Attractiveness Bias
Comparison
Placebo effect
Law of Pragnanz
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Storytelling
Performance Load
Entry Point
Archetype
45. 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
Most Average Facial Appearance Effect
Common Fate
Signal- to- Noise Ratio
Law of Pragnanz
46. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Satisficing
Archetype
Mapping
Factor of Safety
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Structural Forms
Expectation Effect
Classical Conditioning
48. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.
Rosenthal Effect
Hierarchy of Needs (Design)
Fibonacci Sequence
Hawthorne Effect
49. A technique for bringing attention to an area of text or image.
Constancy
Highlighting
Readability
Closure
50. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Defensible Space
Prospect-Refuge
Mapping
Attractiveness Bias