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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 technique for bringing attention to an area of text or image.
Good Continuation
Highlighting
Attractiveness Bias
Face- ism Ratio
2. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Flexibility-Usability Tradeoff
Wayfinding
Iconic Representation
3. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Von Restorff Effect
Immersion
Placebo effect
Orientation Sensitivity
4. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Savanna Preference
Face- ism Ratio
Placebo effect
5. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Life Cycle
Progressive Disclosure
Classical Conditioning
6. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Hick's Law
Archetype
Baby-Face Bias
Threat detection
7. The time it takes to make a decision increases as the number of alternatives increases.
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8. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Flexibility-Usability Tradeoff
Performance vs. Preference
Hierarchy
Signal- to- Noise Ratio
9. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Cognitive Dissonance
Normal Distribution
Highlighting
Storytelling
10. A process of repeating a set of operation until a specific result is achieved.
Development Cycle
Halo Effect
Modularity
Iteration
11. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Highlighting
Iteration
Life Cycle
Gutenberg Diagram
12. 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.)
Demand Characteristics
Rule of Thirds
Expectation Effect
Garbage In - Garbage Out
13. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Ockham's Razor
Uncertainty Principle
Classical Conditioning
Rule of Thirds
14. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Cost-Benefit
Baby-Face Bias
Closure
15. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Chunking
Storytelling
Convergence
Structural Forms
16. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Waist to Hip Ratio
Savanna Preference
Good Continuation
Structural Forms
17. Elements that are similar are perceived to be more related than elements that are dissimilar.
Self- similarity
Depth of Processing
Placebo effect
Similarity
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Good Continuation
Mimicry
Iconic Representation
Proximity
19. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Shaping
Expectation Effect
Attractiveness Bias
Factor of Safety
20. The process of using spatial and environmental information to navigate to a destination.
Classical Conditioning
Chunking
Hick's Law
Wayfinding
21. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Storytelling
Constancy
Three- Dimensional Projection
22. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Feedback Loop
Inverted Pyramid
Depth of Processing
Five Hat Racks
23. An action or ommission of action yielding an unintended result.
Attractiveness Bias
Three- Dimensional Projection
Errors
Interference Effects
24. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Shaping
Confirmation
Similarity
25. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Demand Characteristics
Prospect-Refuge
Chunking
Ockham's Razor
26. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Framing
Attractiveness Bias
Factor of Safety
Iconic Representation
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. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Errors
Alignment
Rule of Thirds
Fibonacci Sequence
29. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Good Continuation
Inverted Pyramid
Law of Pragnanz
30. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Classical Conditioning
Recognition over recall
Hawthorne Effect
31. 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
Performance vs. Preference
Progressive Disclosure
Factor of Safety
32. 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.
Normal Distribution
Serial Position Effects
Satisficing
Accessibility
33. A property of visual equivalence among elements in a form.
Symmetry
Comparison
Hick's Law
Performance Load
34. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Prospect-Refuge
Classical Conditioning
Interference Effects
Normal Distribution
35. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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36. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Modularity
Iconic Representation
Exposure Effect
Figure-Ground Relationship
37. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Savanna Preference
Visibility
Entry Point
38. A sequence of numbers in which each number is the sum of the preceding two.
Cost-Benefit
Picture Superiority Effect
Fibonacci Sequence
Life Cycle
39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Structural Forms
Savanna Preference
Three- Dimensional Projection
Self- similarity
40. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Maslow's Hierarchy of Needs
Face- ism Ratio
Pygmalion Effect
41. An attribute of an object that allows people to intuitively know how to use it
Entry Point
Law of Pragnanz
Archetype
Affordance
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Self- similarity
Control
Readability
Alignment
43. A method of limiting the actions that can be performed on a system.
Constraint
Pygmalion Effect
Framing
Threat detection
44. The tendency for people to perform better or worse based on the expectations of another.
Comparison
Performance Load
Iconic Representation
Pygmalion Effect
45. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Highlighting
Savanna Preference
Baby-Face Bias
Flexibility-Usability Tradeoff
46. 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.
Feedback Loop
Cost-Benefit
Attractiveness Bias
Life Cycle
47. 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.
Hick's Law
Normal Distribution
Chunking
Recognition over recall
48. 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.
Von Restorff Effect
Satisficing
Mapping
Redundancy
49. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Top- Down Lighting Bias
Alignment
Hierarchy of Needs (Design)
Performance Load
50. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Most Average Facial Appearance Effect
Savanna Preference
Scaling Fallacy
Demand Characteristics