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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 phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Constancy
Depth of Processing
Hierarchy of Needs (Design)
Law of Pragnanz
2. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Picture Superiority Effect
Demand Characteristics
Wayfinding
Symmetry
3. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mapping
Von Restorff Effect
Exposure Effect
Halo Effect
4. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Savanna Preference
Cost-Benefit
Hierarchy
Exposure Effect
5. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Cost-Benefit
Interference Effects
Iconic Representation
Uniform Connectedness
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Prototyping
Face- ism Ratio
Modularity
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Defensible Space
Proximity
Progressive Disclosure
Similarity
8. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Fitts' Law
Golden Ratio
Operant Conditioning
Hawthorne Effect
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)
Picture Superiority Effect
Face- ism Ratio
Progressive Disclosure
Performance vs. Preference
10. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Symmetry
Iteration
Five Hat Racks
11. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Comparison
Threat detection
Proximity
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Proximity
Flexibility-Usability Tradeoff
Closure
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Prototyping
Performance vs. Preference
Three- Dimensional Projection
Entry Point
14. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Iconic Representation
Mnemonic Device
Closure
Entry Point
15. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Progressive Disclosure
Orientation Sensitivity
Performance Load
16. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Top- Down Lighting Bias
Symmetry
Prospect-Refuge
Rule of Thirds
17. 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.
Prospect-Refuge
Chunking
Halo Effect
Confirmation
18. Patients experience treatment effects based on their belief that a treatment will work.
Ockham's Razor
Cognitive Dissonance
Placebo effect
Fitts' Law
19. The quality of system output is dependent on the quality of system input.
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Weakest Link
Orientation Sensitivity
20. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Mapping
Signal- to- Noise Ratio
Iteration
22. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Face- ism Ratio
Expectation Effect
Defensible Space
Depth of Processing
23. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Life Cycle
Prototyping
Affordance
Garbage In - Garbage Out
24. 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.
Flexibility-Usability Tradeoff
Highlighting
Placebo effect
Serial Position Effects
25. A technique for bringing attention to an area of text or image.
Attractiveness Bias
Highlighting
Structural Forms
Cost-Benefit
26. 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.
Hierarchy of Needs (Design)
Figure-Ground Relationship
Placebo effect
Redundancy
27. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Layering
Waist to Hip Ratio
Common Fate
Alignment
28. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Factor of Safety
Immersion
Iconic Representation
Performance Load
29. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Face- ism Ratio
Hierarchy of Needs (Design)
Baby-Face Bias
Satisficing
30. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Symmetry
Weakest Link
Hierarchy
Five Hat Racks
31. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Consistency
Legibility
Redundancy
32. 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?)
Cost-Benefit
Waist to Hip Ratio
Hawthorne Effect
Visibility
33. 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.
Von Restorff Effect
80/20 Rule
Feedback Loop
Factor of Safety
34. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Layering
Storytelling
Uncertainty Principle
Savanna Preference
35. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Constancy
Readability
Performance vs. Preference
Layering
36. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Expectation Effect
Entry Point
Inverted Pyramid
Signal- to- Noise Ratio
37. The time required to move to a target is a function of the target size and distance to the target.
38. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Recognition over recall
Chunking
Most Average Facial Appearance Effect
39. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Threat detection
Forgiveness
Errors
40. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Feedback Loop
Placebo effect
Most Average Facial Appearance Effect
Figure-Ground Relationship
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Maslow's Hierarchy of Needs
Classical Conditioning
Uncertainty Principle
42. The tendency for people to perform better or worse based on the expectations of another.
Law of Pragnanz
Garbage In - Garbage Out
Pygmalion Effect
Classical Conditioning
43. A method of limiting the actions that can be performed on a system.
Constraint
Inverted Pyramid
Threat detection
Feedback Loop
44. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Iconic Representation
Constancy
Picture Superiority Effect
Prospect-Refuge
45. The usability of a system is improved when its status and methods of use are clearly visible.
Mental Model
Mnemonic Device
Threat detection
Visibility
46. A process of repeating a set of operation until a specific result is achieved.
Iteration
Demand Characteristics
Wayfinding
80/20 Rule
47. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Errors
Exposure Effect
Self- similarity
48. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Depth of Processing
Satisficing
Fitts' Law
49. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Von Restorff Effect
Alignment
Law of Pragnanz
Interference Effects
50. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Modularity
Uncertainty Principle
Most Average Facial Appearance Effect