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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 quality of system output is dependent on the quality of system input.
Readability
Garbage In - Garbage Out
Mnemonic Device
Symmetry
2. The usability of a system is improved when its status and methods of use are clearly visible.
Archetype
Alignment
Visibility
Rule of Thirds
3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Top- Down Lighting Bias
Legibility
Modularity
Uncertainty Principle
4. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Cognitive Dissonance
Interference Effects
Halo Effect
Figure-Ground Relationship
5. The relative ease with which a destination - idea - or concept may be reached.
Entry Point
Depth of Processing
Five Hat Racks
Accessibility
6. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Form Follows Function
Layering
Classical Conditioning
7. A ratio within the elements of a form - such as height to width - approximating 0.618.
Framing
Rosenthal Effect
Golden Ratio
Closure
8. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Gutenberg Diagram
Orientation Sensitivity
Hierarchy of Needs (Design)
9. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Shaping
Readability
Mental Model
10. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fibonacci Sequence
Control
Feedback Loop
Prospect-Refuge
11. The usability of a system is improved when similar parts are expressed in similar ways.
Form Follows Function
Prospect-Refuge
Consistency
Savanna Preference
12. The use of pictorial images to improve the recognition and recall of signs and controls.
Defensible Space
Iconic Representation
Hick's Law
Highlighting
13. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Exposure Effect
Hierarchy
Errors
Common Fate
14. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Mapping
Picture Superiority Effect
Iteration
15. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Performance Load
Garbage In - Garbage Out
Attractiveness Bias
Threat detection
16. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Uncertainty Principle
Waist to Hip Ratio
Picture Superiority Effect
17. A method of limiting the actions that can be performed on a system.
Hierarchy of Needs (Design)
Uniform Connectedness
Normal Distribution
Constraint
18. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Serial Position Effects
Inverted Pyramid
Weakest Link
Mnemonic Device
19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Defensible Space
Most Average Facial Appearance Effect
Attractiveness Bias
20. A property in which a form is made up of parts similar to the whole or to one another.
Archetype
Mnemonic Device
Self- similarity
Threat detection
21. 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
Three- Dimensional Projection
Flexibility-Usability Tradeoff
Fitts' Law
22. The time it takes to make a decision increases as the number of alternatives increases.
23. Patients experience treatment effects based on their belief that a treatment will work.
Structural Forms
Comparison
Placebo effect
Shaping
24. The time required to move to a target is a function of the target size and distance to the target.
25. 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
Storytelling
Hawthorne Effect
Readability
Common Fate
26. 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.
Good Continuation
Structural Forms
Garbage In - Garbage Out
Inverted Pyramid
27. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Demand Characteristics
Flexibility-Usability Tradeoff
Scaling Fallacy
Face- ism Ratio
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Three- Dimensional Projection
Control
Interference Effects
Hawthorne Effect
29. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
30. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Shaping
Consistency
Readability
Threat detection
31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Fibonacci Sequence
Exposure Effect
Uniform Connectedness
Interference Effects
32. The process of using spatial and environmental information to navigate to a destination.
Mnemonic Device
Defensible Space
Wayfinding
Five Hat Racks
33. Given a choice between functionally equivalent designs - the simplest design should be selected.
34. An original model on which something is patterned
Closure
Self- similarity
Archetype
Form Follows Function
35. The tendency for people to behave differently when they know they are being studied
Attractiveness Bias
Feedback Loop
Hawthorne Effect
Picture Superiority Effect
36. Pictures are remembered better than words.
Ockham's Razor
Picture Superiority Effect
Symmetry
Highlighting
37. An attribute of an object that allows people to intuitively know how to use it
Closure
Flexibility-Usability Tradeoff
Modularity
Affordance
38. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Errors
Performance Load
Mapping
Performance vs. Preference
39. A sequence of numbers in which each number is the sum of the preceding two.
Uniform Connectedness
Chunking
Fibonacci Sequence
Ockham's Razor
40. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Hierarchy
Similarity
Demand Characteristics
Immersion
41. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Weakest Link
Visibility
Alignment
42. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Iteration
Five Hat Racks
Chunking
Halo Effect
43. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Alignment
Shaping
Mnemonic Device
44. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Operant Conditioning
Alignment
Savanna Preference
Maslow's Hierarchy of Needs
45. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Scaling Fallacy
Attractiveness Bias
Performance vs. Preference
Convergence
46. 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.
Hick's Law
Attractiveness Bias
Feedback Loop
Savanna Preference
47. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Attractiveness Bias
Scaling Fallacy
Exposure Effect
Weakest Link
48. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Uniform Connectedness
Signal- to- Noise Ratio
Performance vs. Preference
Modularity
49. 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?)
Feedback Loop
Redundancy
Proximity
Cost-Benefit
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Confirmation
Mapping
Three- Dimensional Projection