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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 technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Cost-Benefit
Performance Load
Legibility
2. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Savanna Preference
Cognitive Dissonance
Wayfinding
Legibility
3. 80% of the effects generated by any large system are caused by 20% of the variables.
Storytelling
Closure
Ockham's Razor
80/20 Rule
4. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Savanna Preference
Life Cycle
Affordance
5. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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6. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Convergence
Uncertainty Principle
Satisficing
Forgiveness
7. The process of using spatial and environmental information to navigate to a destination.
Self- similarity
Three- Dimensional Projection
Top- Down Lighting Bias
Wayfinding
8. Patients experience treatment effects based on their belief that a treatment will work.
Confirmation
Placebo effect
Signal- to- Noise Ratio
Five Hat Racks
9. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Garbage In - Garbage Out
Signal- to- Noise Ratio
Life Cycle
10. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Picture Superiority Effect
Satisficing
Cognitive Dissonance
11. 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.
Threat detection
Cost-Benefit
Redundancy
Prototyping
12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Hierarchy
Redundancy
Attractiveness Bias
13. 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.
Serial Position Effects
Placebo effect
Law of Pragnanz
Most Average Facial Appearance Effect
14. 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)
Hick's Law
Scaling Fallacy
Operant Conditioning
Depth of Processing
15. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Iteration
Proximity
Confirmation
16. 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
Law of Pragnanz
Rosenthal Effect
Uncertainty Principle
Common Fate
17. An original model on which something is patterned
Proximity
Gutenberg Diagram
Archetype
Performance Load
18. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Hick's Law
Redundancy
Waist to Hip Ratio
Satisficing
19. A ratio within the elements of a form - such as height to width - approximating 0.618.
Prototyping
Golden Ratio
Waist to Hip Ratio
Visibility
20. An attribute of an object that allows people to intuitively know how to use it
Mapping
Placebo effect
Affordance
Form Follows Function
21. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Demand Characteristics
Visibility
Von Restorff Effect
Progressive Disclosure
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Legibility
Redundancy
Gutenberg Diagram
Uncertainty Principle
23. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
80/20 Rule
Common Fate
Entry Point
Wayfinding
24. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Layering
Placebo effect
Form Follows Function
Garbage In - Garbage Out
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Three- Dimensional Projection
Savanna Preference
Symmetry
Demand Characteristics
26. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Constancy
Mnemonic Device
Von Restorff Effect
27. 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.
Storytelling
Chunking
Demand Characteristics
Top- Down Lighting Bias
28. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Archetype
Iteration
Attractiveness Bias
Threat detection
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Flexibility-Usability Tradeoff
Fibonacci Sequence
Factor of Safety
Self- similarity
30. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Rosenthal Effect
Iconic Representation
Classical Conditioning
31. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Factor of Safety
Inverted Pyramid
Readability
Demand Characteristics
32. Memory for recognizing things is better than memory for recalling things.
Waist to Hip Ratio
Accessibility
Hick's Law
Recognition over recall
33. The time it takes to make a decision increases as the number of alternatives increases.
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34. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Recognition over recall
Top- Down Lighting Bias
Feedback Loop
Iteration
35. Elements that are close together are percieved to be more related than elements that are farther apart.
Development Cycle
Visibility
Placebo effect
Proximity
36. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Gutenberg Diagram
Structural Forms
Halo Effect
Picture Superiority Effect
37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Most Average Facial Appearance Effect
Performance vs. Preference
Inverted Pyramid
Face- ism Ratio
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Iteration
Depth of Processing
Exposure Effect
Performance vs. Preference
39. 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
Symmetry
Picture Superiority Effect
Classical Conditioning
40. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Operant Conditioning
Development Cycle
Signal- to- Noise Ratio
Orientation Sensitivity
41. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Shaping
Pygmalion Effect
Expectation Effect
42. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Fitts' Law
Readability
Chunking
43. Elements that are similar are perceived to be more related than elements that are dissimilar.
Serial Position Effects
Recognition over recall
Similarity
Mental Model
44. The use of pictorial images to improve the recognition and recall of signs and controls.
Flexibility-Usability Tradeoff
Iconic Representation
Cognitive Dissonance
Framing
45. A property of visual equivalence among elements in a form.
Exposure Effect
Depth of Processing
Symmetry
Three- Dimensional Projection
46. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Errors
Uncertainty Principle
80/20 Rule
47. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Progressive Disclosure
Defensible Space
Archetype
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.
Face- ism Ratio
Cognitive Dissonance
Life Cycle
Immersion
49. 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?)
Development Cycle
Convergence
Cost-Benefit
Proximity
50. The time required to move to a target is a function of the target size and distance to the target.
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