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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 time it takes to make a decision increases as the number of alternatives increases.
2. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hawthorne Effect
Garbage In - Garbage Out
Law of Pragnanz
Weakest Link
3. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
4. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Expectation Effect
Constancy
Mnemonic Device
5. The tendency for people to behave differently when they know they are being studied
Halo Effect
Hawthorne Effect
Readability
Legibility
6. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Layering
Affordance
Shaping
Chunking
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Savanna Preference
Mimicry
Modularity
Most Average Facial Appearance Effect
8. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Feedback Loop
Attractiveness Bias
Accessibility
Interference Effects
9. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Life Cycle
Golden Ratio
Top- Down Lighting Bias
10. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Figure-Ground Relationship
Hierarchy of Needs (Design)
Operant Conditioning
Weakest Link
11. The debgree to which prose can be understood - based on the complexity of words and sentences.
Three- Dimensional Projection
Readability
Symmetry
Progressive Disclosure
12. 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.
Uniform Connectedness
Performance vs. Preference
Hierarchy of Needs (Design)
Life Cycle
13. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Affordance
Depth of Processing
Normal Distribution
Structural Forms
14. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Performance vs. Preference
Archetype
Most Average Facial Appearance Effect
Threat detection
15. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Constraint
Affordance
80/20 Rule
Face- ism Ratio
16. 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
Placebo effect
Three- Dimensional Projection
Satisficing
17. An attribute of an object that allows people to intuitively know how to use it
Immersion
Cost-Benefit
Affordance
Five Hat Racks
18. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Scaling Fallacy
Interference Effects
Affordance
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Performance Load
Recognition over recall
Highlighting
20. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Life Cycle
Development Cycle
Similarity
Figure-Ground Relationship
21. A process in which similar characteristics evolve independently in multiple systems.
Entry Point
Figure-Ground Relationship
Convergence
Recognition over recall
22. 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.)
Waist to Hip Ratio
Iconic Representation
Form Follows Function
Expectation Effect
23. People understand and interact with systems and environments based on mental representations developed from experience.
Maslow's Hierarchy of Needs
Rosenthal Effect
Progressive Disclosure
Mental Model
24. An action or ommission of action yielding an unintended result.
Errors
Closure
Uncertainty Principle
Archetype
25. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Cognitive Dissonance
Shaping
Hawthorne Effect
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Iteration
Mapping
Legibility
Exposure Effect
27. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Modularity
Orientation Sensitivity
Legibility
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Layering
Affordance
Serial Position Effects
Iconic Representation
29. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Top- Down Lighting Bias
Law of Pragnanz
Prospect-Refuge
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Maslow's Hierarchy of Needs
Shaping
Constancy
Highlighting
31. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Constancy
Iteration
Wayfinding
32. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Von Restorff Effect
Signal- to- Noise Ratio
Framing
Savanna Preference
33. Elements that are similar are perceived to be more related than elements that are dissimilar.
Picture Superiority Effect
Closure
Halo Effect
Similarity
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Flexibility-Usability Tradeoff
Development Cycle
Performance vs. Preference
Symmetry
35. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Common Fate
Interference Effects
Most Average Facial Appearance Effect
36. The time required to move to a target is a function of the target size and distance to the target.
37. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Modularity
Good Continuation
Framing
Halo Effect
38. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Placebo effect
Prospect-Refuge
Proximity
Immersion
39. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Modularity
Threat detection
Maslow's Hierarchy of Needs
Law of Pragnanz
40. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Chunking
Self- similarity
Storytelling
41. 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.
Baby-Face Bias
Redundancy
Signal- to- Noise Ratio
Factor of Safety
42. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Chunking
Errors
Similarity
Factor of Safety
43. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Maslow's Hierarchy of Needs
Recognition over recall
Layering
44. 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)
Scaling Fallacy
Proximity
Chunking
Gutenberg Diagram
45. 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.
Feedback Loop
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
Exposure Effect
46. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Uncertainty Principle
Inverted Pyramid
Ockham's Razor
Baby-Face Bias
47. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Figure-Ground Relationship
Weakest Link
Five Hat Racks
48. 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
Exposure Effect
Visibility
Halo Effect
49. Pictures are remembered better than words.
Three- Dimensional Projection
Visibility
Picture Superiority Effect
Orientation Sensitivity
50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Picture Superiority Effect
Factor of Safety
Orientation Sensitivity
Serial Position Effects