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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. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Convergence
Rosenthal Effect
Threat detection
Uncertainty Principle
2. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mental Model
Iconic Representation
Constancy
Attractiveness Bias
3. A technique that influences decision making and judgement by manipulating the way information is presented.
Control
Affordance
Framing
Shaping
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Highlighting
Proximity
Feedback Loop
Golden Ratio
5. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Mental Model
Top- Down Lighting Bias
Wayfinding
6. A tendency to see objects and patterns as 3D when certain visual cues are present.
Legibility
Structural Forms
Framing
Three- Dimensional Projection
7. A method of limiting the actions that can be performed on a system.
Three- Dimensional Projection
Constraint
Readability
Hick's Law
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Interference Effects
Comparison
Closure
9. 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.
Operant Conditioning
Closure
Gutenberg Diagram
Waist to Hip Ratio
10. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Performance vs. Preference
Waist to Hip Ratio
Iconic Representation
11. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hierarchy of Needs (Design)
Inverted Pyramid
Rosenthal Effect
Exposure Effect
12. 80% of the effects generated by any large system are caused by 20% of the variables.
Hawthorne Effect
80/20 Rule
Depth of Processing
Serial Position Effects
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Operant Conditioning
Halo Effect
Highlighting
Weakest Link
14. As the flexiblity of a system increases - its usability decreases.
Development Cycle
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
Operant Conditioning
15. 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.
Legibility
Uncertainty Principle
80/20 Rule
Hierarchy of Needs (Design)
16. The use of pictorial images to improve the recognition and recall of signs and controls.
Placebo effect
Defensible Space
Iconic Representation
Prototyping
17. An attribute of an object that allows people to intuitively know how to use it
Figure-Ground Relationship
Modularity
Uniform Connectedness
Affordance
18. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Legibility
Top- Down Lighting Bias
Hierarchy
Pygmalion Effect
19. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
80/20 Rule
Affordance
Rule of Thirds
20. The time required to move to a target is a function of the target size and distance to the target.
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21. The tendency for people to perform better or worse based on the expectations of another.
Fibonacci Sequence
Pygmalion Effect
Fitts' Law
Form Follows Function
22. 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
Uniform Connectedness
Structural Forms
Consistency
23. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Demand Characteristics
Framing
Scaling Fallacy
Law of Pragnanz
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
Good Continuation
Gutenberg Diagram
Consistency
Common Fate
25. A process in which similar characteristics evolve independently in multiple systems.
Highlighting
Weakest Link
Feedback Loop
Convergence
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Uniform Connectedness
Symmetry
Immersion
Five Hat Racks
27. A technique for bringing attention to an area of text or image.
Scaling Fallacy
Highlighting
Storytelling
Placebo effect
28. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Top- Down Lighting Bias
Cost-Benefit
Mimicry
Prototyping
29. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Framing
Serial Position Effects
Chunking
Entry Point
30. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Serial Position Effects
Legibility
Structural Forms
Framing
31. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uniform Connectedness
Halo Effect
Attractiveness Bias
Prototyping
32. 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.
Development Cycle
Shaping
Mapping
Comparison
33. 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
Constraint
Serial Position Effects
Closure
34. Patients experience treatment effects based on their belief that a treatment will work.
Exposure Effect
Placebo effect
Demand Characteristics
Law of Pragnanz
35. The process of using spatial and environmental information to navigate to a destination.
Hick's Law
Weakest Link
Readability
Wayfinding
36. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Operant Conditioning
Inverted Pyramid
Demand Characteristics
Constancy
37. The usability of a system is improved when similar parts are expressed in similar ways.
Constancy
Maslow's Hierarchy of Needs
Consistency
Pygmalion Effect
38. 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
Constancy
Symmetry
Satisficing
39. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Ockham's Razor
Symmetry
Shaping
Progressive Disclosure
40. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Prototyping
Five Hat Racks
Attractiveness Bias
Layering
41. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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42. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Law of Pragnanz
Rule of Thirds
Orientation Sensitivity
43. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Prototyping
Readability
Expectation Effect
Uniform Connectedness
44. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Uniform Connectedness
Depth of Processing
Rosenthal Effect
Hierarchy of Needs (Design)
45. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Visibility
Prototyping
Performance vs. Preference
46. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Uniform Connectedness
Normal Distribution
Attractiveness Bias
Satisficing
47. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Prospect-Refuge
Recognition over recall
Consistency
Alignment
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.
Iconic Representation
Most Average Facial Appearance Effect
Defensible Space
Savanna Preference
49. 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.
Layering
Top- Down Lighting Bias
Good Continuation
Errors
50. A ratio within the elements of a form - such as height to width - approximating 0.618.
Factor of Safety
Ockham's Razor
Golden Ratio
Iteration
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