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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 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.
Constraint
Serial Position Effects
Cognitive Dissonance
Flexibility-Usability Tradeoff
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Three- Dimensional Projection
Uniform Connectedness
Operant Conditioning
Placebo effect
3. A technique for bringing attention to an area of text or image.
Highlighting
Normal Distribution
Baby-Face Bias
Attractiveness Bias
4. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mnemonic Device
Fibonacci Sequence
Signal- to- Noise Ratio
Operant Conditioning
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Chunking
Classical Conditioning
Weakest Link
Form Follows Function
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Garbage In - Garbage Out
Readability
Orientation Sensitivity
Chunking
7. Memory for recognizing things is better than memory for recalling things.
Performance Load
Flexibility-Usability Tradeoff
Recognition over recall
Attractiveness Bias
8. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Alignment
Hierarchy
Legibility
Entry Point
9. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Halo Effect
Visibility
Storytelling
Shaping
10. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Visibility
Picture Superiority Effect
Gutenberg Diagram
11. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Layering
Factor of Safety
Hawthorne Effect
12. An action or ommission of action yielding an unintended result.
Errors
Golden Ratio
Operant Conditioning
Constraint
13. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Defensible Space
Golden Ratio
Interference Effects
Self- similarity
14. 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.
Scaling Fallacy
Redundancy
Inverted Pyramid
Cognitive Dissonance
15. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Closure
Three- Dimensional Projection
Von Restorff Effect
16. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uncertainty Principle
Chunking
Attractiveness Bias
Common Fate
17. 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
Rosenthal Effect
Visibility
Face- ism Ratio
18. An original model on which something is patterned
Attractiveness Bias
Operant Conditioning
Archetype
Iteration
19. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Prospect-Refuge
80/20 Rule
Alignment
Depth of Processing
20. A method of limiting the actions that can be performed on a system.
Constraint
80/20 Rule
Progressive Disclosure
Attractiveness Bias
21. The time it takes to make a decision increases as the number of alternatives increases.
22. The time required to move to a target is a function of the target size and distance to the target.
23. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Von Restorff Effect
Baby-Face Bias
Storytelling
Performance Load
24. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Demand Characteristics
Prospect-Refuge
Archetype
25. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Closure
Pygmalion Effect
Normal Distribution
Savanna Preference
26. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Maslow's Hierarchy of Needs
Structural Forms
Cost-Benefit
Baby-Face Bias
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Accessibility
Development Cycle
Weakest Link
Fibonacci Sequence
28. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Modularity
Confirmation
Consistency
Legibility
29. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Face- ism Ratio
Von Restorff Effect
Cognitive Dissonance
Progressive Disclosure
30. 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
Mimicry
Defensible Space
Cognitive Dissonance
31. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Uniform Connectedness
Similarity
Constraint
32. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Waist to Hip Ratio
Uncertainty Principle
Von Restorff Effect
Confirmation
33. 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.
Exposure Effect
Inverted Pyramid
Mapping
Feedback Loop
34. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Confirmation
Picture Superiority Effect
Constraint
35. 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
Consistency
Rosenthal Effect
Attractiveness Bias
36. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Performance vs. Preference
Demand Characteristics
Inverted Pyramid
Confirmation
37. 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.)
Placebo effect
Structural Forms
Expectation Effect
Hick's Law
38. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Recognition over recall
Halo Effect
Hierarchy of Needs (Design)
Development Cycle
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
40. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Chunking
Ockham's Razor
Comparison
Rosenthal Effect
41. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Inverted Pyramid
Defensible Space
Classical Conditioning
42. 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.
Good Continuation
Five Hat Racks
Control
Symmetry
43. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Rosenthal Effect
Errors
Top- Down Lighting Bias
Feedback Loop
44. Elements that are similar are perceived to be more related than elements that are dissimilar.
Signal- to- Noise Ratio
Performance Load
Similarity
Normal Distribution
45. A ratio within the elements of a form - such as height to width - approximating 0.618.
Self- similarity
Golden Ratio
Fitts' Law
Hierarchy of Needs (Design)
46. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Constancy
Layering
Storytelling
47. A process of repeating a set of operation until a specific result is achieved.
Signal- to- Noise Ratio
Iteration
Mapping
Life Cycle
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Cognitive Dissonance
Inverted Pyramid
Signal- to- Noise Ratio
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Defensible Space
Progressive Disclosure
Control
Legibility
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Progressive Disclosure
Three- Dimensional Projection
Figure-Ground Relationship