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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. People understand and interact with systems and environments based on mental representations developed from experience.
Savanna Preference
Cost-Benefit
Visibility
Mental Model
2. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Placebo effect
Threat detection
Fibonacci Sequence
3. 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
Three- Dimensional Projection
Chunking
Pygmalion Effect
4. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Garbage In - Garbage Out
Placebo effect
Wayfinding
5. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Figure-Ground Relationship
Savanna Preference
Progressive Disclosure
6. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Exposure Effect
Legibility
Satisficing
Attractiveness Bias
7. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Rule of Thirds
Structural Forms
Orientation Sensitivity
Scaling Fallacy
8. The tendency for people to behave differently when they know they are being studied
Iteration
Depth of Processing
Hawthorne Effect
Mental Model
9. The process of using spatial and environmental information to navigate to a destination.
Affordance
Iconic Representation
Symmetry
Wayfinding
10. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Defensible Space
Fitts' Law
Exposure Effect
Immersion
11. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Hierarchy of Needs (Design)
Self- similarity
Layering
Von Restorff Effect
12. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Depth of Processing
Von Restorff Effect
Five Hat Racks
13. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Chunking
Symmetry
Good Continuation
Mnemonic Device
14. Elements that are similar are perceived to be more related than elements that are dissimilar.
Affordance
Similarity
Immersion
Satisficing
15. A process in which similar characteristics evolve independently in multiple systems.
Layering
Convergence
Readability
80/20 Rule
16. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Cost-Benefit
Depth of Processing
Similarity
Control
17. A tendency to see objects and patterns as 3D when certain visual cues are present.
Threat detection
Three- Dimensional Projection
Satisficing
Uncertainty Principle
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Closure
Mimicry
Confirmation
Self- similarity
19. 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.
Self- similarity
Feedback Loop
Good Continuation
Three- Dimensional Projection
20. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Top- Down Lighting Bias
Law of Pragnanz
Savanna Preference
Signal- to- Noise Ratio
21. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Forgiveness
Expectation Effect
Satisficing
22. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Mapping
Expectation Effect
Face- ism Ratio
Fitts' Law
23. 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.
Rosenthal Effect
Chunking
Hierarchy
Ockham's Razor
24. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Uniform Connectedness
Face- ism Ratio
Rule of Thirds
Shaping
25. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Cost-Benefit
Figure-Ground Relationship
Archetype
Comparison
26. 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.
80/20 Rule
Rosenthal Effect
Control
Mapping
27. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Convergence
Performance vs. Preference
Demand Characteristics
Iconic Representation
28. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Redundancy
Wayfinding
Top- Down Lighting Bias
29. A ratio within the elements of a form - such as height to width - approximating 0.618.
Proximity
Constancy
Threat detection
Golden Ratio
30. 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?)
Most Average Facial Appearance Effect
Visibility
Baby-Face Bias
Cost-Benefit
31. 80% of the effects generated by any large system are caused by 20% of the variables.
Demand Characteristics
80/20 Rule
Fibonacci Sequence
Layering
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.
Mnemonic Device
Halo Effect
Serial Position Effects
Mental Model
33. The tendency for people to perform better or worse based on the expectations of another.
Cost-Benefit
Prototyping
Mnemonic Device
Pygmalion Effect
34. Teachers treat students differently based on their expectations of how students will perform.
Weakest Link
Mimicry
Rosenthal Effect
Face- ism Ratio
35. 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.
Pygmalion Effect
Hierarchy of Needs (Design)
Good Continuation
Attractiveness Bias
36. An attribute of an object that allows people to intuitively know how to use it
Modularity
Visibility
Hick's Law
Affordance
37. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Von Restorff Effect
80/20 Rule
Legibility
Prospect-Refuge
38. The quality of system output is dependent on the quality of system input.
Control
Pygmalion Effect
Garbage In - Garbage Out
Common Fate
39. An action or ommission of action yielding an unintended result.
Errors
Garbage In - Garbage Out
Iconic Representation
Expectation Effect
40. The debgree to which prose can be understood - based on the complexity of words and sentences.
Closure
Prototyping
Readability
Control
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Chunking
Weakest Link
Structural Forms
Normal Distribution
42. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Redundancy
Common Fate
Top- Down Lighting Bias
Signal- to- Noise Ratio
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Performance Load
Cost-Benefit
Visibility
44. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Good Continuation
Confirmation
Prototyping
Affordance
45. 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.
Confirmation
Waist to Hip Ratio
Normal Distribution
Five Hat Racks
46. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Operant Conditioning
Pygmalion Effect
Uncertainty Principle
Form Follows Function
47. 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
Form Follows Function
Comparison
Mapping
48. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Fibonacci Sequence
Layering
Hierarchy
Development Cycle
49. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Storytelling
Prospect-Refuge
Convergence
50. The usability of a system is improved when similar parts are expressed in similar ways.
Flexibility-Usability Tradeoff
Consistency
Iconic Representation
Most Average Facial Appearance Effect