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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. An action or ommission of action yielding an unintended result.
Confirmation
Inverted Pyramid
Errors
Flexibility-Usability Tradeoff
2. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Prospect-Refuge
Recognition over recall
Orientation Sensitivity
Form Follows Function
3. Memory for recognizing things is better than memory for recalling things.
Highlighting
Pygmalion Effect
Recognition over recall
Prospect-Refuge
4. Elements that are similar are perceived to be more related than elements that are dissimilar.
Face- ism Ratio
Immersion
Similarity
Classical Conditioning
5. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Normal Distribution
Constancy
Mental Model
6. 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
Life Cycle
Savanna Preference
Gutenberg Diagram
7. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Self- similarity
Readability
Modularity
Orientation Sensitivity
8. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Hierarchy of Needs (Design)
Baby-Face Bias
Wayfinding
9. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Exposure Effect
Progressive Disclosure
Iteration
Good Continuation
10. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Mimicry
Closure
Classical Conditioning
Von Restorff Effect
11. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Normal Distribution
Prospect-Refuge
Uniform Connectedness
12. People understand and interact with systems and environments based on mental representations developed from experience.
Classical Conditioning
Pygmalion Effect
Weakest Link
Mental Model
13. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Performance Load
Cost-Benefit
Hierarchy of Needs (Design)
Operant Conditioning
14. A property in which a form is made up of parts similar to the whole or to one another.
Top- Down Lighting Bias
Signal- to- Noise Ratio
Self- similarity
Constancy
15. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Errors
Constraint
Signal- to- Noise Ratio
Constancy
16. The tendency for people to perform better or worse based on the expectations of another.
Form Follows Function
Storytelling
Entry Point
Pygmalion Effect
17. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Progressive Disclosure
Iteration
Savanna Preference
18. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Constancy
Expectation Effect
Classical Conditioning
Factor of Safety
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Halo Effect
Interference Effects
Baby-Face Bias
Hierarchy of Needs (Design)
20. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Exposure Effect
Weakest Link
Top- Down Lighting Bias
21. The quality of system output is dependent on the quality of system input.
Archetype
Garbage In - Garbage Out
Iconic Representation
Progressive Disclosure
22. 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.
Chunking
Feedback Loop
Baby-Face Bias
Visibility
23. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Accessibility
Modularity
Normal Distribution
Waist to Hip Ratio
24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Hierarchy
Figure-Ground Relationship
Top- Down Lighting Bias
Alignment
25. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Symmetry
Confirmation
Savanna Preference
Top- Down Lighting Bias
26. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Iconic Representation
Hick's Law
Depth of Processing
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Uncertainty Principle
Golden Ratio
Entry Point
Consistency
28. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Halo Effect
Errors
Immersion
Performance vs. Preference
29. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Uncertainty Principle
Life Cycle
Consistency
Von Restorff Effect
30. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Demand Characteristics
Maslow's Hierarchy of Needs
Affordance
Form Follows Function
31. A technique for bringing attention to an area of text or image.
Good Continuation
Picture Superiority Effect
Figure-Ground Relationship
Highlighting
32. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Five Hat Racks
Depth of Processing
Control
Storytelling
33. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Satisficing
Most Average Facial Appearance Effect
Readability
34. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Exposure Effect
Three- Dimensional Projection
Satisficing
Recognition over recall
35. The relative ease with which a destination - idea - or concept may be reached.
Waist to Hip Ratio
Rule of Thirds
Maslow's Hierarchy of Needs
Accessibility
36. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Hick's Law
Maslow's Hierarchy of Needs
Errors
Legibility
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?)
Von Restorff Effect
80/20 Rule
Cost-Benefit
Figure-Ground Relationship
38. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Framing
Signal- to- Noise Ratio
Mimicry
Law of Pragnanz
39. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mimicry
Alignment
Good Continuation
Maslow's Hierarchy of Needs
40. A process of repeating a set of operation until a specific result is achieved.
Iteration
Chunking
Classical Conditioning
Baby-Face Bias
41. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Most Average Facial Appearance Effect
Law of Pragnanz
Performance Load
42. 80% of the effects generated by any large system are caused by 20% of the variables.
Pygmalion Effect
80/20 Rule
Golden Ratio
Garbage In - Garbage Out
43. Pictures are remembered better than words.
Waist to Hip Ratio
Highlighting
Classical Conditioning
Picture Superiority Effect
44. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Orientation Sensitivity
Uncertainty Principle
Inverted Pyramid
Picture Superiority Effect
45. 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.
Confirmation
Proximity
Redundancy
Face- ism Ratio
46. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Signal- to- Noise Ratio
Immersion
Hierarchy of Needs (Design)
Confirmation
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Picture Superiority Effect
Confirmation
Affordance
48. Patients experience treatment effects based on their belief that a treatment will work.
Prototyping
Gutenberg Diagram
Placebo effect
Hawthorne Effect
49. An original model on which something is patterned
Modularity
Archetype
Orientation Sensitivity
Feedback Loop
50. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Life Cycle
Cost-Benefit
Mnemonic Device