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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. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Accessibility
Attractiveness Bias
Hick's Law
Similarity
2. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Uniform Connectedness
Wayfinding
80/20 Rule
3. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Cognitive Dissonance
Proximity
Immersion
4. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Errors
Closure
Normal Distribution
Scaling Fallacy
5. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Constraint
Orientation Sensitivity
Serial Position Effects
Weakest Link
6. A process of repeating a set of operation until a specific result is achieved.
Most Average Facial Appearance Effect
Legibility
Iteration
Interference Effects
7. Memory for recognizing things is better than memory for recalling things.
Mimicry
Entry Point
Halo Effect
Recognition over recall
8. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Factor of Safety
Layering
Baby-Face Bias
9. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Form Follows Function
Gutenberg Diagram
Redundancy
10. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Self- similarity
Constancy
Uncertainty Principle
11. 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.)
Control
Top- Down Lighting Bias
Expectation Effect
Prospect-Refuge
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Iconic Representation
Signal- to- Noise Ratio
Performance Load
Pygmalion Effect
13. Pictures are remembered better than words.
Picture Superiority Effect
Halo Effect
Prototyping
Fibonacci Sequence
14. 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)
Classical Conditioning
Law of Pragnanz
Scaling Fallacy
Waist to Hip Ratio
15. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Operant Conditioning
Normal Distribution
Expectation Effect
Factor of Safety
16. An original model on which something is patterned
Archetype
Satisficing
Constancy
Rosenthal Effect
17. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Fibonacci Sequence
Hawthorne Effect
Attractiveness Bias
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Readability
Forgiveness
Development Cycle
19. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Errors
Similarity
Uncertainty Principle
Cost-Benefit
20. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy
Immersion
Accessibility
Defensible Space
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Signal- to- Noise Ratio
Scaling Fallacy
Placebo effect
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mimicry
Most Average Facial Appearance Effect
Performance Load
Framing
23. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Comparison
Operant Conditioning
Development Cycle
Factor of Safety
24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Fitts' Law
Figure-Ground Relationship
Fibonacci Sequence
Hierarchy
25. 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.
Attractiveness Bias
Baby-Face Bias
Good Continuation
Operant Conditioning
26. 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.
Redundancy
Mimicry
Face- ism Ratio
Picture Superiority Effect
27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Mental Model
Uniform Connectedness
Hierarchy
Signal- to- Noise Ratio
28. A tendency to see objects and patterns as 3D when certain visual cues are present.
Common Fate
Performance Load
Three- Dimensional Projection
Garbage In - Garbage Out
29. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Savanna Preference
Recognition over recall
Inverted Pyramid
Control
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
31. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Redundancy
Garbage In - Garbage Out
80/20 Rule
Demand Characteristics
32. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Attractiveness Bias
Convergence
Factor of Safety
Five Hat Racks
33. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Defensible Space
Placebo effect
Mnemonic Device
Proximity
34. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Chunking
Form Follows Function
Signal- to- Noise Ratio
Structural Forms
35. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Orientation Sensitivity
Gutenberg Diagram
Placebo effect
Face- ism Ratio
36. The use of pictorial images to improve the recognition and recall of signs and controls.
Framing
Visibility
Iconic Representation
Closure
37. 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.
Affordance
Hierarchy of Needs (Design)
Classical Conditioning
Waist to Hip Ratio
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Pygmalion Effect
Depth of Processing
Convergence
39. A method of limiting the actions that can be performed on a system.
Constraint
Halo Effect
Visibility
Consistency
40. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Immersion
Hick's Law
Iconic Representation
41. 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.
Maslow's Hierarchy of Needs
Life Cycle
Development Cycle
Savanna Preference
42. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Entry Point
Expectation Effect
Redundancy
43. 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
Comparison
Serial Position Effects
Baby-Face Bias
44. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Performance Load
Constraint
Orientation Sensitivity
Savanna Preference
45. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Cost-Benefit
Storytelling
Hick's Law
46. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Baby-Face Bias
Common Fate
Von Restorff Effect
Shaping
47. The usability of a system is improved when its status and methods of use are clearly visible.
Fibonacci Sequence
Picture Superiority Effect
Three- Dimensional Projection
Visibility
48. 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.
Chunking
Mimicry
Signal- to- Noise Ratio
Prospect-Refuge
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Rule of Thirds
Hick's Law
Archetype
50. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Face- ism Ratio
Mnemonic Device
Confirmation