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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 for preventing unintended actions by requiring verification of the actions before they are performed.
Picture Superiority Effect
Confirmation
Golden Ratio
Redundancy
2. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Mimicry
Development Cycle
Visibility
Orientation Sensitivity
3. Elements that are close together are percieved to be more related than elements that are farther apart.
Accessibility
Proximity
Comparison
Feedback Loop
4. As the flexiblity of a system increases - its usability decreases.
Uniform Connectedness
Flexibility-Usability Tradeoff
Ockham's Razor
80/20 Rule
5. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hick's Law
Mnemonic Device
Golden Ratio
Rule of Thirds
6. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Affordance
Gutenberg Diagram
Comparison
Demand Characteristics
7. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Storytelling
Errors
Affordance
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Mimicry
80/20 Rule
Alignment
Performance vs. Preference
9. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Modularity
Highlighting
Mapping
10. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Cost-Benefit
Self- similarity
Mapping
Depth of Processing
11. The time it takes to make a decision increases as the number of alternatives increases.
12. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Performance vs. Preference
Baby-Face Bias
Classical Conditioning
Maslow's Hierarchy of Needs
13. 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
Wayfinding
Forgiveness
Law of Pragnanz
14. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Baby-Face Bias
Accessibility
Hawthorne Effect
15. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Mapping
Figure-Ground Relationship
Recognition over recall
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Picture Superiority Effect
Flexibility-Usability Tradeoff
Five Hat Racks
17. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Pygmalion Effect
Weakest Link
Archetype
Development Cycle
18. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Common Fate
Shaping
Most Average Facial Appearance Effect
Constancy
19. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Form Follows Function
Face- ism Ratio
Expectation Effect
Top- Down Lighting Bias
20. Elements that are similar are perceived to be more related than elements that are dissimilar.
Iteration
Ockham's Razor
Baby-Face Bias
Similarity
21. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Normal Distribution
Signal- to- Noise Ratio
Development Cycle
Layering
22. 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.
Readability
Mimicry
Hierarchy of Needs (Design)
Entry Point
23. The relative ease with which a destination - idea - or concept may be reached.
Comparison
Accessibility
Satisficing
Five Hat Racks
24. 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.
Readability
Common Fate
Waist to Hip Ratio
Hierarchy of Needs (Design)
25. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Modularity
Rule of Thirds
Normal Distribution
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Placebo effect
Hawthorne Effect
Wayfinding
27. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Mental Model
Control
Law of Pragnanz
Threat detection
28. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Demand Characteristics
Hawthorne Effect
Framing
29. A property of visual equivalence among elements in a form.
Mental Model
Symmetry
Cognitive Dissonance
Garbage In - Garbage Out
30. A sequence of numbers in which each number is the sum of the preceding two.
Orientation Sensitivity
Structural Forms
Feedback Loop
Fibonacci Sequence
31. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Entry Point
Threat detection
Mapping
Symmetry
32. A technique for bringing attention to an area of text or image.
Highlighting
Performance vs. Preference
Law of Pragnanz
Von Restorff Effect
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Confirmation
Expectation Effect
Gutenberg Diagram
Uniform Connectedness
34. The time required to move to a target is a function of the target size and distance to the target.
35. 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.
Good Continuation
Halo Effect
Feedback Loop
Picture Superiority Effect
36. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Uncertainty Principle
Comparison
Affordance
37. An action or ommission of action yielding an unintended result.
Expectation Effect
Errors
Most Average Facial Appearance Effect
Defensible Space
38. A method of limiting the actions that can be performed on a system.
Constraint
Consistency
Wayfinding
Ockham's Razor
39. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Classical Conditioning
Operant Conditioning
Prototyping
Entry Point
40. The process of using spatial and environmental information to navigate to a destination.
Highlighting
Wayfinding
Performance vs. Preference
Mimicry
41. An original model on which something is patterned
Archetype
Von Restorff Effect
Exposure Effect
Garbage In - Garbage Out
42. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Exposure Effect
Accessibility
Iteration
43. A property in which a form is made up of parts similar to the whole or to one another.
Uncertainty Principle
Self- similarity
Figure-Ground Relationship
Baby-Face Bias
44. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Picture Superiority Effect
Entry Point
Iconic Representation
45. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Forgiveness
Shaping
Rule of Thirds
Uniform Connectedness
46. A process of repeating a set of operation until a specific result is achieved.
Highlighting
Mental Model
Face- ism Ratio
Iteration
47. 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?)
Waist to Hip Ratio
Structural Forms
Hawthorne Effect
Cost-Benefit
48. Memory for recognizing things is better than memory for recalling things.
Shaping
Operant Conditioning
Recognition over recall
Convergence
49. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Top- Down Lighting Bias
Fitts' Law
Forgiveness
50. The usability of a system is improved when similar parts are expressed in similar ways.
Face- ism Ratio
Inverted Pyramid
Comparison
Consistency