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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 of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Chunking
Proximity
Garbage In - Garbage Out
Common Fate
2. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Satisficing
Accessibility
Maslow's Hierarchy of Needs
Depth of Processing
3. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Face- ism Ratio
Life Cycle
Von Restorff Effect
Pygmalion Effect
4. 80% of the effects generated by any large system are caused by 20% of the variables.
Scaling Fallacy
Rule of Thirds
80/20 Rule
Similarity
5. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Immersion
Common Fate
Weakest Link
Classical Conditioning
6. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Legibility
Performance Load
Prospect-Refuge
7. 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.
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Closure
Hierarchy of Needs (Design)
8. Memory for recognizing things is better than memory for recalling things.
Progressive Disclosure
Waist to Hip Ratio
Recognition over recall
Layering
9. A property in which a form is made up of parts similar to the whole or to one another.
Closure
Exposure Effect
Self- similarity
Placebo effect
10. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Archetype
Progressive Disclosure
Ockham's Razor
Signal- to- Noise Ratio
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Depth of Processing
Garbage In - Garbage Out
Top- Down Lighting Bias
Life Cycle
12. 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
Operant Conditioning
Orientation Sensitivity
Proximity
Common Fate
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Flexibility-Usability Tradeoff
Archetype
Top- Down Lighting Bias
14. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Fitts' Law
Closure
Similarity
80/20 Rule
15. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Forgiveness
Depth of Processing
Demand Characteristics
Similarity
16. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Baby-Face Bias
Uniform Connectedness
Figure-Ground Relationship
Legibility
17. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Orientation Sensitivity
Top- Down Lighting Bias
Development Cycle
18. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Chunking
Top- Down Lighting Bias
Depth of Processing
Signal- to- Noise Ratio
19. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Closure
Prototyping
Similarity
Operant Conditioning
20. The debgree to which prose can be understood - based on the complexity of words and sentences.
Weakest Link
Face- ism Ratio
Readability
Progressive Disclosure
21. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Prototyping
Fitts' Law
Life Cycle
Orientation Sensitivity
22. A technique that influences decision making and judgement by manipulating the way information is presented.
Cost-Benefit
Progressive Disclosure
Framing
Self- similarity
23. A method of limiting the actions that can be performed on a system.
Halo Effect
Constraint
Recognition over recall
Scaling Fallacy
24. A tendency to see objects and patterns as 3D when certain visual cues are present.
Form Follows Function
Classical Conditioning
Three- Dimensional Projection
Waist to Hip Ratio
25. The quality of system output is dependent on the quality of system input.
Serial Position Effects
Cognitive Dissonance
Modularity
Garbage In - Garbage Out
26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
80/20 Rule
Weakest Link
Redundancy
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Iteration
Performance Load
Hierarchy
Readability
28. The usability of a system is improved when similar parts are expressed in similar ways.
Threat detection
Consistency
Hawthorne Effect
Proximity
29. A technique for bringing attention to an area of text or image.
Prototyping
Alignment
Face- ism Ratio
Highlighting
30. The usability of a system is improved when its status and methods of use are clearly visible.
Errors
Orientation Sensitivity
Top- Down Lighting Bias
Visibility
31. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Mapping
Constraint
Von Restorff Effect
32. The tendency for people to behave differently when they know they are being studied
Wayfinding
Most Average Facial Appearance Effect
Waist to Hip Ratio
Hawthorne Effect
33. 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.
Golden Ratio
Interference Effects
Alignment
Good Continuation
34. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hawthorne Effect
Inverted Pyramid
Prospect-Refuge
Attractiveness Bias
35. The time it takes to make a decision increases as the number of alternatives increases.
36. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Uniform Connectedness
Mapping
Flexibility-Usability Tradeoff
Inverted Pyramid
37. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Rule of Thirds
Control
Uncertainty Principle
Prototyping
38. Given a choice between functionally equivalent designs - the simplest design should be selected.
39. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Life Cycle
Legibility
Common Fate
Cognitive Dissonance
40. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Ockham's Razor
Feedback Loop
Recognition over recall
Layering
41. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Performance Load
Control
Forgiveness
Baby-Face Bias
42. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Alignment
Rosenthal Effect
Operant Conditioning
Threat detection
43. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Accessibility
Errors
Halo Effect
Picture Superiority Effect
44. 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.
Symmetry
Waist to Hip Ratio
Rule of Thirds
Expectation Effect
45. The tendency for people to perform better or worse based on the expectations of another.
Legibility
Common Fate
Errors
Pygmalion Effect
46. Pictures are remembered better than words.
Picture Superiority Effect
Cognitive Dissonance
Progressive Disclosure
Rosenthal Effect
47. The time required to move to a target is a function of the target size and distance to the target.
48. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mapping
Affordance
Highlighting
Interference Effects
49. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Development Cycle
Constraint
Law of Pragnanz
Legibility
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Feedback Loop
Weakest Link
Mental Model
Performance vs. Preference