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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 point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Satisficing
Highlighting
Affordance
Entry Point
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Uniform Connectedness
Cognitive Dissonance
Exposure Effect
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Symmetry
Most Average Facial Appearance Effect
Mimicry
Face- ism Ratio
4. A sequence of numbers in which each number is the sum of the preceding two.
Closure
Halo Effect
Form Follows Function
Fibonacci Sequence
5. A tendency to see objects and patterns as 3D when certain visual cues are present.
Waist to Hip Ratio
Structural Forms
Top- Down Lighting Bias
Three- Dimensional Projection
6. 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
Feedback Loop
Pygmalion Effect
Comparison
7. 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?)
Development Cycle
Cost-Benefit
Iconic Representation
Prospect-Refuge
8. The quality of system output is dependent on the quality of system input.
Three- Dimensional Projection
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Shaping
9. The debgree to which prose can be understood - based on the complexity of words and sentences.
Waist to Hip Ratio
Depth of Processing
Readability
Entry Point
10. 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.)
Top- Down Lighting Bias
Expectation Effect
Convergence
Golden Ratio
11. A technique that influences decision making and judgement by manipulating the way information is presented.
Convergence
Mental Model
Prototyping
Framing
12. 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.
Constancy
Top- Down Lighting Bias
Inverted Pyramid
Feedback Loop
13. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Exposure Effect
Cognitive Dissonance
Feedback Loop
Hierarchy
14. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Common Fate
Closure
Progressive Disclosure
Operant Conditioning
15. Elements that are similar are perceived to be more related than elements that are dissimilar.
Redundancy
Mapping
Performance Load
Similarity
16. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Placebo effect
Defensible Space
Normal Distribution
Performance vs. Preference
17. 80% of the effects generated by any large system are caused by 20% of the variables.
Progressive Disclosure
80/20 Rule
Entry Point
Self- similarity
18. 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)
Framing
Cognitive Dissonance
Performance vs. Preference
Scaling Fallacy
19. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Performance vs. Preference
Top- Down Lighting Bias
Mapping
Classical Conditioning
20. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Placebo effect
Golden Ratio
Signal- to- Noise Ratio
Halo Effect
21. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Iconic Representation
Control
Confirmation
Comparison
22. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Hierarchy
Constancy
Framing
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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24. 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
Cost-Benefit
Hierarchy
Prospect-Refuge
Common Fate
25. Memory for recognizing things is better than memory for recalling things.
Waist to Hip Ratio
Visibility
Recognition over recall
Alignment
26. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Savanna Preference
Confirmation
Mimicry
27. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Weakest Link
Rule of Thirds
Constancy
Control
28. 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
Uncertainty Principle
Cognitive Dissonance
Immersion
29. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Cognitive Dissonance
Weakest Link
Uncertainty Principle
Legibility
30. People understand and interact with systems and environments based on mental representations developed from experience.
Feedback Loop
Exposure Effect
Scaling Fallacy
Mental Model
31. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Confirmation
Prototyping
Archetype
Uniform Connectedness
32. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Common Fate
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Framing
33. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Hick's Law
Demand Characteristics
Depth of Processing
Law of Pragnanz
34. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Framing
Inverted Pyramid
Threat detection
Mimicry
35. An attribute of an object that allows people to intuitively know how to use it
Cost-Benefit
Visibility
Affordance
Comparison
36. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hierarchy of Needs (Design)
Forgiveness
Mnemonic Device
Highlighting
37. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Defensible Space
Uniform Connectedness
Entry Point
Operant Conditioning
38. 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
Uncertainty Principle
Weakest Link
Demand Characteristics
39. Patients experience treatment effects based on their belief that a treatment will work.
Inverted Pyramid
Placebo effect
Face- ism Ratio
Layering
40. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Orientation Sensitivity
Constancy
Feedback Loop
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Readability
Proximity
Iconic Representation
Mimicry
42. A method of limiting the actions that can be performed on a system.
Defensible Space
Confirmation
Constraint
Rosenthal Effect
43. A property in which a form is made up of parts similar to the whole or to one another.
Readability
Face- ism Ratio
Self- similarity
Five Hat Racks
44. An original model on which something is patterned
Signal- to- Noise Ratio
Demand Characteristics
Archetype
Layering
45. Pictures are remembered better than words.
Picture Superiority Effect
Demand Characteristics
Highlighting
Cost-Benefit
46. An action or ommission of action yielding an unintended result.
Accessibility
Errors
Proximity
Exposure Effect
47. The tendency for people to behave differently when they know they are being studied
Most Average Facial Appearance Effect
Hawthorne Effect
Picture Superiority Effect
Exposure Effect
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Chunking
Three- Dimensional Projection
Constraint
49. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Proximity
Alignment
Inverted Pyramid
50. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Inverted Pyramid
Mimicry
Hierarchy of Needs (Design)
Attractiveness Bias