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Test your basic knowledge |
Design Principles
Start Test
Study First
Subject
:
engineering
Instructions:
Answer 50 questions in 15 minutes.
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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. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Depth of Processing
Flexibility-Usability Tradeoff
Immersion
Attractiveness Bias
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Affordance
Storytelling
Figure-Ground Relationship
Placebo effect
3. The time required to move to a target is a function of the target size and distance to the target.
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4. The debgree to which prose can be understood - based on the complexity of words and sentences.
Prospect-Refuge
Wayfinding
Satisficing
Readability
5. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Common Fate
Inverted Pyramid
Convergence
Signal- to- Noise Ratio
6. The use of pictorial images to improve the recognition and recall of signs and controls.
Golden Ratio
80/20 Rule
Iconic Representation
Satisficing
7. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Satisficing
Constancy
Attractiveness Bias
8. The process of using spatial and environmental information to navigate to a destination.
Uniform Connectedness
Hierarchy of Needs (Design)
Wayfinding
Halo Effect
9. People understand and interact with systems and environments based on mental representations developed from experience.
Iconic Representation
Mental Model
Fibonacci Sequence
Confirmation
10. 80% of the effects generated by any large system are caused by 20% of the variables.
Orientation Sensitivity
80/20 Rule
Waist to Hip Ratio
Rosenthal Effect
11. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Scaling Fallacy
Serial Position Effects
Symmetry
Five Hat Racks
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Visibility
Interference Effects
Convergence
13. A property of visual equivalence among elements in a form.
Symmetry
Readability
Progressive Disclosure
Ockham's Razor
14. 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
Gutenberg Diagram
Storytelling
Satisficing
15. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Figure-Ground Relationship
Face- ism Ratio
Cognitive Dissonance
Cost-Benefit
16. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Most Average Facial Appearance Effect
Top- Down Lighting Bias
Three- Dimensional Projection
Cost-Benefit
17. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Ockham's Razor
Pygmalion Effect
Fitts' Law
18. 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.
Uniform Connectedness
Redundancy
Visibility
Good Continuation
19. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Golden Ratio
Mnemonic Device
Weakest Link
Archetype
20. Teachers treat students differently based on their expectations of how students will perform.
Orientation Sensitivity
Chunking
Rosenthal Effect
Fibonacci Sequence
21. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Satisficing
Serial Position Effects
Uniform Connectedness
Fibonacci Sequence
22. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Iteration
Fibonacci Sequence
Mapping
23. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Consistency
Entry Point
Life Cycle
24. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Garbage In - Garbage Out
Orientation Sensitivity
Cost-Benefit
25. 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.
Proximity
Constraint
Feedback Loop
Layering
26. A ratio within the elements of a form - such as height to width - approximating 0.618.
Flexibility-Usability Tradeoff
Golden Ratio
Alignment
Mental Model
27. Patients experience treatment effects based on their belief that a treatment will work.
Pygmalion Effect
Life Cycle
Highlighting
Placebo effect
28. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Constancy
Legibility
Exposure Effect
Development Cycle
29. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Forgiveness
Garbage In - Garbage Out
80/20 Rule
Satisficing
30. 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.
Highlighting
Serial Position Effects
Hawthorne Effect
Chunking
31. The usability of a system is improved when similar parts are expressed in similar ways.
Proximity
Consistency
Attractiveness Bias
Gutenberg Diagram
32. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Legibility
Accessibility
Closure
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Orientation Sensitivity
Hawthorne Effect
Mental Model
34. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Orientation Sensitivity
Baby-Face Bias
Convergence
Top- Down Lighting Bias
35. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Attractiveness Bias
Signal- to- Noise Ratio
Depth of Processing
Self- similarity
36. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Feedback Loop
Fitts' Law
Golden Ratio
Mimicry
37. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Closure
Form Follows Function
Accessibility
Mimicry
38. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Consistency
Pygmalion Effect
Expectation Effect
39. A property in which a form is made up of parts similar to the whole or to one another.
Errors
Feedback Loop
Self- similarity
Demand Characteristics
40. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Entry Point
Alignment
Threat detection
Structural Forms
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Top- Down Lighting Bias
Hierarchy
Prototyping
42. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Fibonacci Sequence
Law of Pragnanz
Expectation Effect
43. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Signal- to- Noise Ratio
80/20 Rule
Common Fate
Closure
44. 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.)
Rule of Thirds
Iconic Representation
Expectation Effect
Common Fate
45. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Weakest Link
Placebo effect
Cognitive Dissonance
46. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Confirmation
Accessibility
Mapping
47. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Mapping
Comparison
Uncertainty Principle
48. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Control
Cognitive Dissonance
Serial Position Effects
Archetype
49. As the flexiblity of a system increases - its usability decreases.
Law of Pragnanz
Recognition over recall
Performance vs. Preference
Flexibility-Usability Tradeoff
50. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Expectation Effect
Development Cycle
Demand Characteristics
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