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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 noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Mimicry
Performance Load
Von Restorff Effect
Rule of Thirds
2. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Mimicry
Comparison
Hierarchy of Needs (Design)
Demand Characteristics
3. An original model on which something is patterned
Fitts' Law
Weakest Link
Picture Superiority Effect
Archetype
4. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Von Restorff Effect
Exposure Effect
Confirmation
Constraint
5. Given a choice between functionally equivalent designs - the simplest design should be selected.
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6. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Progressive Disclosure
Fitts' Law
Inverted Pyramid
7. A technique for bringing attention to an area of text or image.
Highlighting
Attractiveness Bias
Prototyping
Self- similarity
8. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Placebo effect
Uncertainty Principle
Rule of Thirds
Weakest Link
9. Pictures are remembered better than words.
Golden Ratio
Mental Model
Picture Superiority Effect
Entry Point
10. An action or ommission of action yielding an unintended result.
Waist to Hip Ratio
Errors
Shaping
Factor of Safety
11. A process of repeating a set of operation until a specific result is achieved.
Shaping
Waist to Hip Ratio
Iteration
Errors
12. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Top- Down Lighting Bias
Constancy
Forgiveness
Law of Pragnanz
13. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Operant Conditioning
Top- Down Lighting Bias
Factor of Safety
14. 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
Hawthorne Effect
Three- Dimensional Projection
Face- ism Ratio
15. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Exposure Effect
Threat detection
Constraint
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Attractiveness Bias
Classical Conditioning
Chunking
Readability
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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18. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Life Cycle
Visibility
Feedback Loop
19. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Immersion
Pygmalion Effect
Mnemonic Device
Top- Down Lighting Bias
20. 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.
Constraint
Scaling Fallacy
Feedback Loop
Picture Superiority Effect
21. As the flexiblity of a system increases - its usability decreases.
Classical Conditioning
Flexibility-Usability Tradeoff
Fibonacci Sequence
Shaping
22. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Depth of Processing
Progressive Disclosure
Iconic Representation
23. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Entry Point
Modularity
Alignment
Control
24. 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.
Savanna Preference
Uniform Connectedness
Performance vs. Preference
Top- Down Lighting Bias
25. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Golden Ratio
Life Cycle
Expectation Effect
26. 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.
Weakest Link
Inverted Pyramid
Hierarchy of Needs (Design)
Law of Pragnanz
27. A sequence of numbers in which each number is the sum of the preceding two.
Shaping
Fibonacci Sequence
Satisficing
Attractiveness Bias
28. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Self- similarity
Recognition over recall
Consistency
29. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Recognition over recall
Framing
Redundancy
30. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Mental Model
Symmetry
Convergence
31. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Form Follows Function
Visibility
Convergence
Interference Effects
32. 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.
Savanna Preference
Operant Conditioning
Waist to Hip Ratio
Interference Effects
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Form Follows Function
Hierarchy of Needs (Design)
Storytelling
Demand Characteristics
34. Teachers treat students differently based on their expectations of how students will perform.
Alignment
Errors
Constancy
Rosenthal Effect
35. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Constancy
Cognitive Dissonance
Factor of Safety
36. 80% of the effects generated by any large system are caused by 20% of the variables.
Hawthorne Effect
Most Average Facial Appearance Effect
Depth of Processing
80/20 Rule
37. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Constancy
Common Fate
Convergence
Modularity
38. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Development Cycle
Proximity
Readability
39. The tendency for people to perform better or worse based on the expectations of another.
Ockham's Razor
Pygmalion Effect
Savanna Preference
Inverted Pyramid
40. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Orientation Sensitivity
Mental Model
Forgiveness
Life Cycle
41. The time it takes to make a decision increases as the number of alternatives increases.
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42. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Legibility
Three- Dimensional Projection
Five Hat Racks
Similarity
43. 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
Attractiveness Bias
Normal Distribution
Common Fate
Factor of Safety
44. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Wayfinding
Good Continuation
Cognitive Dissonance
Five Hat Racks
45. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Mimicry
Factor of Safety
Pygmalion Effect
Demand Characteristics
46. Elements that are similar are perceived to be more related than elements that are dissimilar.
Top- Down Lighting Bias
Mimicry
Similarity
Demand Characteristics
47. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Highlighting
Rule of Thirds
Mental Model
Structural Forms
48. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Structural Forms
Highlighting
Prospect-Refuge
Modularity
49. The usability of a system is improved when its status and methods of use are clearly visible.
Development Cycle
Defensible Space
Visibility
Performance Load
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Recognition over recall
Depth of Processing
Classical Conditioning