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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. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Mapping
Hierarchy of Needs (Design)
Fibonacci Sequence
2. People understand and interact with systems and environments based on mental representations developed from experience.
Halo Effect
Visibility
Law of Pragnanz
Mental Model
3. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Hawthorne Effect
Readability
Most Average Facial Appearance Effect
4. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Flexibility-Usability Tradeoff
Operant Conditioning
Entry Point
Layering
5. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Baby-Face Bias
Orientation Sensitivity
Weakest Link
6. 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.)
Confirmation
Expectation Effect
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
7. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Visibility
Mnemonic Device
Framing
Legibility
8. 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.
Ockham's Razor
Redundancy
Threat detection
Control
9. As the flexiblity of a system increases - its usability decreases.
Progressive Disclosure
Forgiveness
Savanna Preference
Flexibility-Usability Tradeoff
10. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Gutenberg Diagram
Iconic Representation
Orientation Sensitivity
11. 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
Halo Effect
Satisficing
Classical Conditioning
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Maslow's Hierarchy of Needs
Chunking
Recognition over recall
13. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Life Cycle
80/20 Rule
Exposure Effect
Prospect-Refuge
14. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Fibonacci Sequence
Framing
Maslow's Hierarchy of Needs
15. 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.
Maslow's Hierarchy of Needs
Defensible Space
Visibility
Waist to Hip Ratio
16. 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.
Serial Position Effects
Readability
Good Continuation
Waist to Hip Ratio
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Rosenthal Effect
Control
Comparison
Cognitive Dissonance
18. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Attractiveness Bias
Good Continuation
Development Cycle
Modularity
19. A property of visual equivalence among elements in a form.
Constancy
Maslow's Hierarchy of Needs
Symmetry
Savanna Preference
20. The usability of a system is improved when similar parts are expressed in similar ways.
Ockham's Razor
Consistency
Alignment
Errors
21. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Von Restorff Effect
Rosenthal Effect
Constancy
Recognition over recall
22. The time required to move to a target is a function of the target size and distance to the target.
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23. The use of pictorial images to improve the recognition and recall of signs and controls.
Depth of Processing
Top- Down Lighting Bias
Iconic Representation
Interference Effects
24. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Development Cycle
Cost-Benefit
Operant Conditioning
Progressive Disclosure
25. 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
Self- similarity
Attractiveness Bias
Hawthorne Effect
26. 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?)
Mental Model
Cost-Benefit
Interference Effects
Face- ism Ratio
27. An action or ommission of action yielding an unintended result.
Errors
Baby-Face Bias
Development Cycle
Visibility
28. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Framing
Weakest Link
Confirmation
Hierarchy of Needs (Design)
29. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Satisficing
Ockham's Razor
Modularity
Hierarchy
30. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Law of Pragnanz
Progressive Disclosure
Uniform Connectedness
Immersion
31. A ratio within the elements of a form - such as height to width - approximating 0.618.
Gutenberg Diagram
Golden Ratio
Expectation Effect
Mental Model
32. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Placebo effect
Defensible Space
Factor of Safety
33. Pictures are remembered better than words.
Readability
Development Cycle
Most Average Facial Appearance Effect
Picture Superiority Effect
34. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Control
Common Fate
Mapping
35. A technique that influences decision making and judgement by manipulating the way information is presented.
Layering
Framing
Constancy
Convergence
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)
Development Cycle
Baby-Face Bias
Face- ism Ratio
Storytelling
37. A method of limiting the actions that can be performed on a system.
Chunking
Constraint
Closure
Rosenthal Effect
38. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Threat detection
Redundancy
Mapping
Mimicry
39. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Demand Characteristics
Development Cycle
Comparison
Attractiveness Bias
40. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Constraint
Iconic Representation
Iteration
41. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Highlighting
Most Average Facial Appearance Effect
Constraint
Classical Conditioning
42. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Consistency
Self- similarity
Uniform Connectedness
Halo Effect
43. The usability of a system is improved when its status and methods of use are clearly visible.
Mental Model
Savanna Preference
Immersion
Visibility
44. Given a choice between functionally equivalent designs - the simplest design should be selected.
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45. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Performance vs. Preference
Threat detection
Halo Effect
Three- Dimensional Projection
46. Patients experience treatment effects based on their belief that a treatment will work.
Fibonacci Sequence
Placebo effect
Picture Superiority Effect
Three- Dimensional Projection
47. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Accessibility
Entry Point
Storytelling
48. The quality of system output is dependent on the quality of system input.
Exposure Effect
Garbage In - Garbage Out
Attractiveness Bias
Feedback Loop
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Mapping
Law of Pragnanz
Shaping
Performance vs. Preference
50. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Life Cycle
Redundancy
Face- ism Ratio
Performance Load