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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. Teachers treat students differently based on their expectations of how students will perform.
Uncertainty Principle
Rosenthal Effect
Symmetry
Common Fate
2. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Satisficing
Maslow's Hierarchy of Needs
Mental Model
Confirmation
3. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Operant Conditioning
Life Cycle
Baby-Face Bias
Attractiveness Bias
4. 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.)
Expectation Effect
Mimicry
Proximity
Confirmation
5. People understand and interact with systems and environments based on mental representations developed from experience.
Hick's Law
Mental Model
Immersion
Satisficing
6. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Good Continuation
Threat detection
Pygmalion Effect
7. The quality of system output is dependent on the quality of system input.
Cost-Benefit
Interference Effects
Garbage In - Garbage Out
Prospect-Refuge
8. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Hawthorne Effect
Storytelling
80/20 Rule
9. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Life Cycle
Self- similarity
Uniform Connectedness
Entry Point
10. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Hick's Law
Operant Conditioning
Shaping
Layering
11. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Prospect-Refuge
Layering
Von Restorff Effect
Cost-Benefit
12. Given a choice between functionally equivalent designs - the simplest design should be selected.
13. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Chunking
Uncertainty Principle
Picture Superiority Effect
Immersion
14. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Prototyping
Errors
Development Cycle
Fibonacci Sequence
15. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Hawthorne Effect
Waist to Hip Ratio
Feedback Loop
16. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Closure
Storytelling
Hierarchy of Needs (Design)
Structural Forms
17. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Operant Conditioning
Flexibility-Usability Tradeoff
Highlighting
18. 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)
Scaling Fallacy
Garbage In - Garbage Out
Development Cycle
Law of Pragnanz
19. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Normal Distribution
Wayfinding
Consistency
Performance vs. Preference
20. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Good Continuation
Law of Pragnanz
Face- ism Ratio
Alignment
21. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Confirmation
Top- Down Lighting Bias
Iconic Representation
Ockham's Razor
22. 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
Depth of Processing
Uncertainty Principle
Most Average Facial Appearance Effect
23. The time it takes to make a decision increases as the number of alternatives increases.
24. A tendency to see objects and patterns as 3D when certain visual cues are present.
Hick's Law
Three- Dimensional Projection
Visibility
Fitts' Law
25. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Picture Superiority Effect
Wayfinding
Interference Effects
26. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Placebo effect
Demand Characteristics
Hawthorne Effect
Normal Distribution
27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Similarity
Operant Conditioning
Depth of Processing
Inverted Pyramid
28. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Flexibility-Usability Tradeoff
Rule of Thirds
Savanna Preference
Most Average Facial Appearance Effect
29. 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.
Pygmalion Effect
Feedback Loop
Framing
Structural Forms
30. 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.
Waist to Hip Ratio
Baby-Face Bias
Performance vs. Preference
Fitts' Law
31. 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?)
Recognition over recall
Figure-Ground Relationship
Cost-Benefit
Law of Pragnanz
32. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Good Continuation
Satisficing
Uncertainty Principle
Iteration
33. Patients experience treatment effects based on their belief that a treatment will work.
Face- ism Ratio
Placebo effect
Framing
Gutenberg Diagram
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Common Fate
Picture Superiority Effect
Mimicry
Readability
35. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Mnemonic Device
Layering
Fitts' Law
Prototyping
36. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Prototyping
Flexibility-Usability Tradeoff
Form Follows Function
37. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Exposure Effect
Golden Ratio
Performance Load
Picture Superiority Effect
38. Memory for recognizing things is better than memory for recalling things.
Fibonacci Sequence
Storytelling
Recognition over recall
Orientation Sensitivity
39. As the flexiblity of a system increases - its usability decreases.
Redundancy
Readability
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
40. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Picture Superiority Effect
Demand Characteristics
Three- Dimensional Projection
Cognitive Dissonance
41. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Errors
Good Continuation
Proximity
Five Hat Racks
42. Elements that are close together are percieved to be more related than elements that are farther apart.
Common Fate
Normal Distribution
Proximity
Life Cycle
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Shaping
Law of Pragnanz
Ockham's Razor
44. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Uniform Connectedness
Layering
Mimicry
Immersion
45. A method of limiting the actions that can be performed on a system.
Legibility
Wayfinding
Constraint
Readability
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.
Alignment
Accessibility
Immersion
Three- Dimensional Projection
47. A technique for bringing attention to an area of text or image.
Mimicry
Uniform Connectedness
Golden Ratio
Highlighting
48. A process in which similar characteristics evolve independently in multiple systems.
Hawthorne Effect
Confirmation
Convergence
Pygmalion Effect
49. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Performance Load
Halo Effect
Figure-Ground Relationship
Signal- to- Noise Ratio
50. 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.
Common Fate
Highlighting
Face- ism Ratio
Good Continuation