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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Serial Position Effects
Performance Load
Attractiveness Bias
Five Hat Racks
2. 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.
Normal Distribution
Cost-Benefit
Serial Position Effects
Entry Point
3. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Form Follows Function
Self- similarity
Mnemonic Device
4. 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
Readability
Cognitive Dissonance
Serial Position Effects
5. The quality of system output is dependent on the quality of system input.
Attractiveness Bias
Prototyping
Garbage In - Garbage Out
Symmetry
6. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Framing
Figure-Ground Relationship
Serial Position Effects
7. 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.)
Good Continuation
Development Cycle
Expectation Effect
Readability
8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Visibility
Immersion
Satisficing
Halo Effect
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Development Cycle
Scaling Fallacy
Pygmalion Effect
10. An action or ommission of action yielding an unintended result.
Errors
Expectation Effect
Closure
Figure-Ground Relationship
11. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Top- Down Lighting Bias
Weakest Link
Proximity
12. The tendency for people to behave differently when they know they are being studied
Accessibility
Hawthorne Effect
Three- Dimensional Projection
Signal- to- Noise Ratio
13. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Uncertainty Principle
Exposure Effect
Mapping
Progressive Disclosure
14. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Depth of Processing
Hierarchy
Threat detection
Demand Characteristics
15. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Iteration
Demand Characteristics
Fitts' Law
Most Average Facial Appearance Effect
16. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Classical Conditioning
Form Follows Function
Law of Pragnanz
Visibility
17. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Symmetry
Face- ism Ratio
Exposure Effect
18. 80% of the effects generated by any large system are caused by 20% of the variables.
Legibility
Placebo effect
Five Hat Racks
80/20 Rule
19. Pictures are remembered better than words.
Picture Superiority Effect
Closure
Affordance
Convergence
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)
Scaling Fallacy
Recognition over recall
Development Cycle
Wayfinding
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Demand Characteristics
Archetype
Hawthorne Effect
Weakest Link
22. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Golden Ratio
Halo Effect
Fitts' Law
Face- ism Ratio
23. A technique for bringing attention to an area of text or image.
Scaling Fallacy
Highlighting
Rosenthal Effect
Most Average Facial Appearance Effect
24. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Symmetry
Readability
Alignment
Progressive Disclosure
25. The relative ease with which a destination - idea - or concept may be reached.
Performance vs. Preference
Hierarchy of Needs (Design)
Accessibility
Life Cycle
26. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Consistency
Factor of Safety
Depth of Processing
Rosenthal Effect
27. A process of repeating a set of operation until a specific result is achieved.
Cost-Benefit
Iteration
Law of Pragnanz
Consistency
28. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Wayfinding
Inverted Pyramid
Garbage In - Garbage Out
29. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Prospect-Refuge
Common Fate
Prototyping
Shaping
30. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Readability
Storytelling
Uncertainty Principle
Law of Pragnanz
31. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Five Hat Racks
Forgiveness
Structural Forms
Immersion
32. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Progressive Disclosure
Feedback Loop
Life Cycle
33. A property of visual equivalence among elements in a form.
Accessibility
Proximity
Symmetry
Halo Effect
34. 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.
Good Continuation
Normal Distribution
Ockham's Razor
Immersion
35. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Storytelling
Modularity
Savanna Preference
Visibility
36. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Framing
Pygmalion Effect
Hierarchy
37. 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?)
Affordance
Interference Effects
Cost-Benefit
Maslow's Hierarchy of Needs
38. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Readability
Comparison
Waist to Hip Ratio
Inverted Pyramid
39. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Satisficing
Cost-Benefit
Constancy
Self- similarity
40. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Defensible Space
Hawthorne Effect
Constancy
Structural Forms
41. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Most Average Facial Appearance Effect
Highlighting
Performance Load
42. A method of limiting the actions that can be performed on a system.
Constraint
Garbage In - Garbage Out
Good Continuation
Form Follows Function
43. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Operant Conditioning
Alignment
Immersion
44. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Entry Point
Layering
Performance vs. Preference
Orientation Sensitivity
45. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Orientation Sensitivity
Savanna Preference
Structural Forms
Cognitive Dissonance
46. 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.
Scaling Fallacy
Hierarchy of Needs (Design)
Prototyping
Halo Effect
47. 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
Pygmalion Effect
Self- similarity
Common Fate
Proximity
48. The time required to move to a target is a function of the target size and distance to the target.
49. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Fibonacci Sequence
Depth of Processing
Alignment
50. Given a choice between functionally equivalent designs - the simplest design should be selected.