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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 see objects and patterns as 3D when certain visual cues are present.
Operant Conditioning
Fitts' Law
Mnemonic Device
Three- Dimensional Projection
2. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Storytelling
Convergence
Prospect-Refuge
3. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Defensible Space
Mnemonic Device
Normal Distribution
Prototyping
4. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Iteration
Operant Conditioning
Performance vs. Preference
Legibility
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Fitts' Law
Rule of Thirds
Chunking
Attractiveness Bias
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Most Average Facial Appearance Effect
Placebo effect
Fitts' Law
Orientation Sensitivity
7. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Shaping
Hierarchy
Top- Down Lighting Bias
Prospect-Refuge
8. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Inverted Pyramid
Development Cycle
Serial Position Effects
Layering
9. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Comparison
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Pygmalion Effect
10. 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.
Life Cycle
Golden Ratio
Savanna Preference
Three- Dimensional Projection
11. The usability of a system is improved when similar parts are expressed in similar ways.
Garbage In - Garbage Out
Alignment
Top- Down Lighting Bias
Consistency
12. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Storytelling
Progressive Disclosure
Demand Characteristics
Alignment
13. 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)
Weakest Link
Scaling Fallacy
Exposure Effect
Progressive Disclosure
14. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Interference Effects
Entry Point
Immersion
Affordance
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Highlighting
80/20 Rule
Factor of Safety
16. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Classical Conditioning
Waist to Hip Ratio
Depth of Processing
17. A technique that influences decision making and judgement by manipulating the way information is presented.
Pygmalion Effect
Constancy
Framing
Life Cycle
18. 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
Life Cycle
Exposure Effect
Readability
19. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Signal- to- Noise Ratio
Garbage In - Garbage Out
Uniform Connectedness
Expectation Effect
20. Given a choice between functionally equivalent designs - the simplest design should be selected.
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21. 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.
Chunking
Halo Effect
Redundancy
Most Average Facial Appearance Effect
22. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Expectation Effect
Prospect-Refuge
Entry Point
23. A technique for bringing attention to an area of text or image.
Law of Pragnanz
Highlighting
Figure-Ground Relationship
Expectation Effect
24. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Golden Ratio
Cognitive Dissonance
Pygmalion Effect
Modularity
25. 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
Constancy
Redundancy
Life Cycle
26. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Classical Conditioning
Placebo effect
Flexibility-Usability Tradeoff
Von Restorff Effect
27. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Flexibility-Usability Tradeoff
Face- ism Ratio
Top- Down Lighting Bias
Visibility
28. 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.
Feedback Loop
Baby-Face Bias
Inverted Pyramid
Good Continuation
29. The time it takes to make a decision increases as the number of alternatives increases.
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30. The time required to move to a target is a function of the target size and distance to the target.
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31. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Common Fate
Constancy
Mapping
Von Restorff Effect
32. Patients experience treatment effects based on their belief that a treatment will work.
Performance Load
Rosenthal Effect
Placebo effect
Picture Superiority Effect
33. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Top- Down Lighting Bias
Chunking
Confirmation
Demand Characteristics
34. The usability of a system is improved when its status and methods of use are clearly visible.
Wayfinding
Visibility
Maslow's Hierarchy of Needs
Operant Conditioning
35. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Five Hat Racks
Savanna Preference
Interference Effects
Prototyping
36. 80% of the effects generated by any large system are caused by 20% of the variables.
Storytelling
Normal Distribution
Top- Down Lighting Bias
80/20 Rule
37. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Feedback Loop
Life Cycle
Three- Dimensional Projection
38. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Threat detection
Immersion
Mnemonic Device
39. The tendency for people to perform better or worse based on the expectations of another.
Form Follows Function
Redundancy
Pygmalion Effect
Convergence
40. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Wayfinding
Performance Load
Law of Pragnanz
Interference Effects
41. Memory for recognizing things is better than memory for recalling things.
Performance vs. Preference
Recognition over recall
Face- ism Ratio
Wayfinding
42. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Demand Characteristics
Cost-Benefit
Accessibility
Satisficing
43. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Fibonacci Sequence
Cognitive Dissonance
Iconic Representation
44. 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
Progressive Disclosure
Immersion
45. The quality of system output is dependent on the quality of system input.
Cognitive Dissonance
Five Hat Racks
Garbage In - Garbage Out
Development Cycle
46. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Shaping
Chunking
Law of Pragnanz
Interference Effects
47. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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48. A method of limiting the actions that can be performed on a system.
Threat detection
Modularity
Common Fate
Constraint
49. A process in which similar characteristics evolve independently in multiple systems.
Highlighting
Convergence
Layering
Shaping
50. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Affordance
Consistency
Storytelling
Readability