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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 phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Iteration
Exposure Effect
Orientation Sensitivity
Hawthorne Effect
2. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Gutenberg Diagram
Highlighting
Exposure Effect
3. 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
Figure-Ground Relationship
Orientation Sensitivity
Uniform Connectedness
4. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Rosenthal Effect
Comparison
Figure-Ground Relationship
Garbage In - Garbage Out
5. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Satisficing
Attractiveness Bias
Cognitive Dissonance
Interference Effects
6. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Top- Down Lighting Bias
Cost-Benefit
Three- Dimensional Projection
Face- ism Ratio
7. Given a choice between functionally equivalent designs - the simplest design should be selected.
8. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Performance vs. Preference
Rule of Thirds
Cognitive Dissonance
Expectation Effect
9. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Control
Symmetry
Expectation Effect
10. 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.
80/20 Rule
Garbage In - Garbage Out
Placebo effect
Good Continuation
11. Teachers treat students differently based on their expectations of how students will perform.
Gutenberg Diagram
Entry Point
Rosenthal Effect
Visibility
12. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Iteration
Good Continuation
Satisficing
Alignment
13. 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.)
Mental Model
Cost-Benefit
Expectation Effect
Gutenberg Diagram
14. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Placebo effect
Figure-Ground Relationship
Serial Position Effects
15. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Forgiveness
Highlighting
Errors
16. 80% of the effects generated by any large system are caused by 20% of the variables.
Shaping
80/20 Rule
Rule of Thirds
Gutenberg Diagram
17. 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
Progressive Disclosure
Form Follows Function
Forgiveness
18. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Proximity
Uniform Connectedness
Errors
Normal Distribution
19. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Mapping
Modularity
Development Cycle
Consistency
20. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Modularity
Scaling Fallacy
Storytelling
21. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Rule of Thirds
Orientation Sensitivity
Visibility
22. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Forgiveness
Law of Pragnanz
Iconic Representation
Modularity
23. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Satisficing
Iteration
Hierarchy
24. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Factor of Safety
Entry Point
Forgiveness
Baby-Face Bias
25. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Interference Effects
Framing
Immersion
26. A technique for bringing attention to an area of text or image.
Threat detection
Hick's Law
Highlighting
Maslow's Hierarchy of Needs
27. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Layering
Convergence
Baby-Face Bias
28. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Accessibility
Constancy
Hierarchy of Needs (Design)
29. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Ockham's Razor
Golden Ratio
Hierarchy
Convergence
30. 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.
Performance Load
Consistency
Scaling Fallacy
Waist to Hip Ratio
31. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Ockham's Razor
Exposure Effect
Feedback Loop
Cognitive Dissonance
32. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Scaling Fallacy
Development Cycle
Threat detection
Operant Conditioning
33. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Highlighting
Figure-Ground Relationship
Factor of Safety
Placebo effect
34. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Consistency
Entry Point
Control
Law of Pragnanz
35. A method of limiting the actions that can be performed on a system.
Constraint
Readability
Layering
Signal- to- Noise Ratio
36. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Rule of Thirds
Convergence
Hick's Law
37. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Symmetry
Demand Characteristics
Cost-Benefit
Alignment
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Good Continuation
Von Restorff Effect
Storytelling
Operant Conditioning
39. A process of repeating a set of operation until a specific result is achieved.
Performance Load
Iteration
Cost-Benefit
Normal Distribution
40. An action or ommission of action yielding an unintended result.
Errors
Immersion
Cost-Benefit
Development Cycle
41. An original model on which something is patterned
Archetype
Picture Superiority Effect
Control
Fibonacci Sequence
42. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Orientation Sensitivity
Layering
Framing
43. Elements that are similar are perceived to be more related than elements that are dissimilar.
Life Cycle
Defensible Space
Iconic Representation
Similarity
44. The time it takes to make a decision increases as the number of alternatives increases.
45. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Errors
Iteration
Uncertainty Principle
Constancy
46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Weakest Link
Archetype
Most Average Facial Appearance Effect
47. 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?)
Cost-Benefit
Prospect-Refuge
Normal Distribution
Scaling Fallacy
48. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Closure
Attractiveness Bias
Mnemonic Device
49. 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
Cognitive Dissonance
Threat detection
Convergence
50. A property of visual equivalence among elements in a form.
Highlighting
Symmetry
Performance Load
Hierarchy