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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 visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Affordance
Legibility
Exposure Effect
Proximity
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Waist to Hip Ratio
Framing
Alignment
Highlighting
3. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Redundancy
Prospect-Refuge
Maslow's Hierarchy of Needs
Uncertainty Principle
4. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Flexibility-Usability Tradeoff
Iconic Representation
Legibility
Closure
5. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Expectation Effect
Orientation Sensitivity
Figure-Ground Relationship
Five Hat Racks
6. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Mapping
Figure-Ground Relationship
Legibility
Good Continuation
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Most Average Facial Appearance Effect
Symmetry
Mimicry
Rule of Thirds
8. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Cost-Benefit
Flexibility-Usability Tradeoff
Performance Load
9. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Progressive Disclosure
Classical Conditioning
Development Cycle
Golden Ratio
10. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Storytelling
Baby-Face Bias
Performance vs. Preference
Layering
11. A process of repeating a set of operation until a specific result is achieved.
Iteration
Visibility
Hick's Law
Factor of Safety
12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Iteration
Law of Pragnanz
Gutenberg Diagram
Symmetry
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Entry Point
Halo Effect
Satisficing
Weakest Link
14. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Top- Down Lighting Bias
Layering
Von Restorff Effect
Constancy
15. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Fibonacci Sequence
Framing
Constraint
16. An attribute of an object that allows people to intuitively know how to use it
Mimicry
Fitts' Law
Affordance
Archetype
17. Memory for recognizing things is better than memory for recalling things.
Chunking
Development Cycle
Hawthorne Effect
Recognition over recall
18. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Comparison
Demand Characteristics
Factor of Safety
19. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Maslow's Hierarchy of Needs
Five Hat Racks
Alignment
Pygmalion Effect
20. The relative ease with which a destination - idea - or concept may be reached.
Fitts' Law
Weakest Link
Immersion
Accessibility
21. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Forgiveness
Shaping
Uniform Connectedness
Top- Down Lighting Bias
22. A technique for bringing attention to an area of text or image.
Affordance
Mimicry
Shaping
Highlighting
23. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Visibility
Comparison
Operant Conditioning
Uncertainty Principle
24. Teachers treat students differently based on their expectations of how students will perform.
Comparison
Scaling Fallacy
Serial Position Effects
Rosenthal Effect
25. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Signal- to- Noise Ratio
Recognition over recall
Consistency
26. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Scaling Fallacy
Constancy
Common Fate
Rosenthal Effect
27. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Recognition over recall
Rule of Thirds
Hawthorne Effect
Demand Characteristics
28. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Self- similarity
Layering
Feedback Loop
Ockham's Razor
29. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Depth of Processing
Good Continuation
Orientation Sensitivity
Recognition over recall
30. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Cost-Benefit
Modularity
Attractiveness Bias
Inverted Pyramid
31. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Garbage In - Garbage Out
Face- ism Ratio
Scaling Fallacy
Depth of Processing
32. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Alignment
Mnemonic Device
Weakest Link
Five Hat Racks
33. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Inverted Pyramid
Exposure Effect
Von Restorff Effect
Classical Conditioning
34. Pictures are remembered better than words.
Iconic Representation
Picture Superiority Effect
Cost-Benefit
Mental Model
35. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Layering
Good Continuation
Storytelling
Exposure Effect
36. 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?)
Picture Superiority Effect
Cost-Benefit
Ockham's Razor
Common Fate
37. The quality of system output is dependent on the quality of system input.
Visibility
Prospect-Refuge
Garbage In - Garbage Out
Feedback Loop
38. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Similarity
Immersion
Factor of Safety
39. 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.
Waist to Hip Ratio
Fibonacci Sequence
Constraint
Storytelling
40. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Operant Conditioning
Prototyping
Mimicry
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Savanna Preference
Layering
Threat detection
Classical Conditioning
42. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Waist to Hip Ratio
Similarity
Satisficing
Classical Conditioning
43. The process of using spatial and environmental information to navigate to a destination.
Development Cycle
Wayfinding
Affordance
Prototyping
44. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Garbage In - Garbage Out
Comparison
Development Cycle
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Inverted Pyramid
Rosenthal Effect
Recognition over recall
Control
46. 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.)
Expectation Effect
Five Hat Racks
Depth of Processing
Mapping
47. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Threat detection
Face- ism Ratio
Gutenberg Diagram
Archetype
48. A method of limiting the actions that can be performed on a system.
Constraint
Ockham's Razor
Self- similarity
Inverted Pyramid
49. An original model on which something is patterned
Demand Characteristics
Convergence
Proximity
Archetype
50. The usability of a system is improved when its status and methods of use are clearly visible.
Confirmation
Consistency
Visibility
Progressive Disclosure