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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 tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Development Cycle
Gutenberg Diagram
Wayfinding
Constancy
2. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Attractiveness Bias
Orientation Sensitivity
Life Cycle
Weakest Link
3. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Performance Load
Savanna Preference
Threat detection
Highlighting
4. 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.
Consistency
Hawthorne Effect
Common Fate
Mapping
5. As the flexiblity of a system increases - its usability decreases.
Law of Pragnanz
Archetype
Rosenthal Effect
Flexibility-Usability Tradeoff
6. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Cost-Benefit
Normal Distribution
Baby-Face Bias
Inverted Pyramid
7. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Errors
Gutenberg Diagram
Uncertainty Principle
Consistency
8. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Symmetry
Mnemonic Device
Life Cycle
Progressive Disclosure
9. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Closure
Fibonacci Sequence
Normal Distribution
10. 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.
Immersion
Feedback Loop
Defensible Space
Prospect-Refuge
11. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
12. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Prospect-Refuge
Satisficing
Fitts' Law
Confirmation
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Recognition over recall
Form Follows Function
Defensible Space
14. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Hick's Law
Affordance
Most Average Facial Appearance Effect
15. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Highlighting
Shaping
Prototyping
16. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Recognition over recall
Picture Superiority Effect
Highlighting
Legibility
17. The tendency for people to perform better or worse based on the expectations of another.
Common Fate
Pygmalion Effect
Hierarchy of Needs (Design)
Interference Effects
18. The usability of a system is improved when similar parts are expressed in similar ways.
Common Fate
Mental Model
Consistency
Figure-Ground Relationship
19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Depth of Processing
Progressive Disclosure
Archetype
Attractiveness Bias
20. Memory for recognizing things is better than memory for recalling things.
Scaling Fallacy
Redundancy
Face- ism Ratio
Recognition over recall
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Affordance
Legibility
Orientation Sensitivity
Most Average Facial Appearance Effect
22. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Proximity
Threat detection
Factor of Safety
Visibility
23. 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
Structural Forms
Modularity
Symmetry
24. A technique for bringing attention to an area of text or image.
Interference Effects
Highlighting
Affordance
Structural Forms
25. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
80/20 Rule
Orientation Sensitivity
Feedback Loop
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Constraint
Iteration
Placebo effect
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Prospect-Refuge
Hierarchy
Depth of Processing
Closure
28. An original model on which something is patterned
Control
Archetype
Self- similarity
Fibonacci Sequence
29. The quality of system output is dependent on the quality of system input.
Affordance
Waist to Hip Ratio
Garbage In - Garbage Out
Fitts' Law
30. Pictures are remembered better than words.
Savanna Preference
Picture Superiority Effect
Uniform Connectedness
Proximity
31. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Convergence
Iteration
Threat detection
Defensible Space
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Savanna Preference
Inverted Pyramid
Accessibility
Performance Load
33. Given a choice between functionally equivalent designs - the simplest design should be selected.
34. An attribute of an object that allows people to intuitively know how to use it
Wayfinding
Cognitive Dissonance
Normal Distribution
Affordance
35. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Hawthorne Effect
Immersion
Serial Position Effects
36. 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.)
Consistency
Feedback Loop
Von Restorff Effect
Expectation Effect
37. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Classical Conditioning
Hick's Law
Three- Dimensional Projection
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Uncertainty Principle
Cost-Benefit
Figure-Ground Relationship
39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Readability
Savanna Preference
Comparison
Visibility
40. A ratio within the elements of a form - such as height to width - approximating 0.618.
Closure
Baby-Face Bias
Common Fate
Golden Ratio
41. 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
Signal- to- Noise Ratio
Shaping
Performance Load
Common Fate
42. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Iconic Representation
Golden Ratio
Prospect-Refuge
43. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Self- similarity
Shaping
Halo Effect
Orientation Sensitivity
44. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Garbage In - Garbage Out
Performance vs. Preference
Legibility
Uncertainty Principle
45. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Proximity
Hick's Law
Most Average Facial Appearance Effect
46. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Performance vs. Preference
Shaping
Figure-Ground Relationship
47. A process in which similar characteristics evolve independently in multiple systems.
Comparison
Classical Conditioning
Cognitive Dissonance
Convergence
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Development Cycle
Confirmation
Uniform Connectedness
Layering
49. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
Redundancy
Iconic Representation
Immersion
Savanna Preference
50. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mnemonic Device
Readability
Alignment
Ockham's Razor