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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.
Placebo effect
Closure
Savanna Preference
Serial Position Effects
2. 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)
Savanna Preference
Rosenthal Effect
Iteration
Scaling Fallacy
3. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Iteration
Development Cycle
Gutenberg Diagram
Immersion
4. 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
Convergence
Cost-Benefit
Defensible Space
5. As the flexiblity of a system increases - its usability decreases.
Interference Effects
Layering
Von Restorff Effect
Flexibility-Usability Tradeoff
6. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Flexibility-Usability Tradeoff
Development Cycle
Comparison
Most Average Facial Appearance Effect
7. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Iconic Representation
Entry Point
Pygmalion Effect
8. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Alignment
Redundancy
Five Hat Racks
9. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Rosenthal Effect
Archetype
Interference Effects
Hierarchy of Needs (Design)
10. The quality of system output is dependent on the quality of system input.
Defensible Space
Progressive Disclosure
Orientation Sensitivity
Garbage In - Garbage Out
11. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Archetype
Baby-Face Bias
Von Restorff Effect
Halo Effect
12. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Flexibility-Usability Tradeoff
Weakest Link
Baby-Face Bias
Feedback Loop
13. 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.
Mnemonic Device
Waist to Hip Ratio
Similarity
Convergence
14. The usability of a system is improved when its status and methods of use are clearly visible.
Face- ism Ratio
Shaping
Visibility
Common Fate
15. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Exposure Effect
Orientation Sensitivity
Prototyping
Modularity
16. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Factor of Safety
Errors
Law of Pragnanz
Figure-Ground Relationship
17. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Figure-Ground Relationship
Consistency
Visibility
Cognitive Dissonance
18. 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.
Feedback Loop
Form Follows Function
Redundancy
Picture Superiority Effect
19. Memory for recognizing things is better than memory for recalling things.
Feedback Loop
80/20 Rule
Cost-Benefit
Recognition over recall
20. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Forgiveness
Demand Characteristics
Classical Conditioning
Operant Conditioning
21. A property in which a form is made up of parts similar to the whole or to one another.
Serial Position Effects
Errors
Legibility
Self- similarity
22. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Fitts' Law
Rule of Thirds
Symmetry
Savanna Preference
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Mnemonic Device
Baby-Face Bias
Three- Dimensional Projection
Comparison
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Highlighting
Constraint
Legibility
Iconic Representation
25. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Figure-Ground Relationship
Immersion
Signal- to- Noise Ratio
Golden Ratio
26. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Signal- to- Noise Ratio
Threat detection
Picture Superiority Effect
Performance vs. Preference
27. The time required to move to a target is a function of the target size and distance to the target.
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28. The process of using spatial and environmental information to navigate to a destination.
Development Cycle
Fitts' Law
Forgiveness
Wayfinding
29. 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.
Pygmalion Effect
Interference Effects
Savanna Preference
Uncertainty Principle
30. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Immersion
Forgiveness
Similarity
Mental Model
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Consistency
Picture Superiority Effect
Performance Load
Signal- to- Noise Ratio
32. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Consistency
Development Cycle
Control
33. The tendency for people to perform better or worse based on the expectations of another.
Constraint
Pygmalion Effect
Operant Conditioning
Expectation Effect
34. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Rosenthal Effect
Defensible Space
Hawthorne Effect
35. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Depth of Processing
Symmetry
Figure-Ground Relationship
Form Follows Function
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.
Mapping
Storytelling
Alignment
Framing
37. An attribute of an object that allows people to intuitively know how to use it
Five Hat Racks
Figure-Ground Relationship
Affordance
Garbage In - Garbage Out
38. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Accessibility
Control
Progressive Disclosure
Gutenberg Diagram
39. The time it takes to make a decision increases as the number of alternatives increases.
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40. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Modularity
Figure-Ground Relationship
Shaping
Comparison
41. A process of repeating a set of operation until a specific result is achieved.
Good Continuation
Archetype
Flexibility-Usability Tradeoff
Iteration
42. 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.
Iconic Representation
Similarity
Proximity
Chunking
43. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Shaping
Confirmation
Progressive Disclosure
Picture Superiority Effect
44. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Orientation Sensitivity
Development Cycle
Immersion
45. The relative ease with which a destination - idea - or concept may be reached.
Most Average Facial Appearance Effect
Defensible Space
Normal Distribution
Accessibility
46. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Cognitive Dissonance
Classical Conditioning
Five Hat Racks
Law of Pragnanz
47. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Interference Effects
Confirmation
Von Restorff Effect
48. The use of pictorial images to improve the recognition and recall of signs and controls.
Performance vs. Preference
Highlighting
Iconic Representation
Serial Position Effects
49. Pictures are remembered better than words.
Cognitive Dissonance
Signal- to- Noise Ratio
Readability
Picture Superiority Effect
50. A sequence of numbers in which each number is the sum of the preceding two.
Placebo effect
Uncertainty Principle
Fibonacci Sequence
Highlighting