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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. Memory for recognizing things is better than memory for recalling things.
Prototyping
Archetype
Recognition over recall
Expectation Effect
2. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Control
Scaling Fallacy
Signal- to- Noise Ratio
Readability
3. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Gutenberg Diagram
Face- ism Ratio
Most Average Facial Appearance Effect
4. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Legibility
Face- ism Ratio
Halo Effect
Pygmalion Effect
5. 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
Iconic Representation
Satisficing
Expectation Effect
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Errors
Rosenthal Effect
Redundancy
Operant Conditioning
7. 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
Progressive Disclosure
Alignment
Feedback Loop
8. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Savanna Preference
Most Average Facial Appearance Effect
Forgiveness
9. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hierarchy
Defensible Space
Serial Position Effects
Life Cycle
10. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Archetype
Orientation Sensitivity
Layering
Storytelling
11. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Expectation Effect
Control
Chunking
Halo Effect
12. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Alignment
Orientation Sensitivity
Attractiveness Bias
Von Restorff Effect
13. 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
Hierarchy
Gutenberg Diagram
Von Restorff Effect
14. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Visibility
Prospect-Refuge
Hawthorne Effect
Mnemonic Device
15. The tendency for people to behave differently when they know they are being studied
Orientation Sensitivity
Cognitive Dissonance
Iteration
Hawthorne Effect
16. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Progressive Disclosure
Entry Point
Hierarchy
Recognition over recall
17. 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.
Mnemonic Device
Threat detection
Storytelling
Hierarchy of Needs (Design)
18. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Recognition over recall
Interference Effects
Feedback Loop
19. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Entry Point
Feedback Loop
Demand Characteristics
Control
20. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Threat detection
Legibility
Hawthorne Effect
Forgiveness
21. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Maslow's Hierarchy of Needs
Normal Distribution
22. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Feedback Loop
Gutenberg Diagram
Consistency
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Cognitive Dissonance
Satisficing
Serial Position Effects
Constancy
24. 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.
Legibility
Affordance
Good Continuation
Top- Down Lighting Bias
25. A property of visual equivalence among elements in a form.
Symmetry
Mapping
Factor of Safety
Hierarchy
26. A process in which similar characteristics evolve independently in multiple systems.
Shaping
Convergence
Control
Redundancy
27. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Legibility
Hierarchy
Proximity
Common Fate
28. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Mnemonic Device
Alignment
Rule of Thirds
29. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Common Fate
Normal Distribution
Garbage In - Garbage Out
Mnemonic Device
30. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Attractiveness Bias
Waist to Hip Ratio
Scaling Fallacy
31. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Chunking
Uncertainty Principle
Feedback Loop
Mimicry
32. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Confirmation
Halo Effect
Highlighting
Factor of Safety
33. People understand and interact with systems and environments based on mental representations developed from experience.
Symmetry
Mental Model
Form Follows Function
Visibility
34. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Proximity
Immersion
Ockham's Razor
Rosenthal Effect
35. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Affordance
Golden Ratio
Rule of Thirds
36. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Attractiveness Bias
Gutenberg Diagram
Figure-Ground Relationship
Prospect-Refuge
37. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Symmetry
Life Cycle
Prototyping
38. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Gutenberg Diagram
Operant Conditioning
Depth of Processing
Face- ism Ratio
39. 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)
Uncertainty Principle
Progressive Disclosure
Layering
Scaling Fallacy
40. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Wayfinding
Halo Effect
80/20 Rule
41. 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?)
Satisficing
Visibility
Cost-Benefit
Factor of Safety
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Garbage In - Garbage Out
Alignment
Face- ism Ratio
Closure
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Development Cycle
Flexibility-Usability Tradeoff
Ockham's Razor
44. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Affordance
Constancy
Life Cycle
Normal Distribution
45. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Hierarchy
Mimicry
Five Hat Racks
46. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Rule of Thirds
Waist to Hip Ratio
Performance vs. Preference
Performance Load
47. An action or ommission of action yielding an unintended result.
Forgiveness
Figure-Ground Relationship
Attractiveness Bias
Errors
48. The quality of system output is dependent on the quality of system input.
Attractiveness Bias
Feedback Loop
Storytelling
Garbage In - Garbage Out
49. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Control
80/20 Rule
Figure-Ground Relationship
Classical Conditioning
50. 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.
Accessibility
Halo Effect
Good Continuation
Waist to Hip Ratio