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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. People understand and interact with systems and environments based on mental representations developed from experience.
Feedback Loop
Mental Model
Readability
Fibonacci Sequence
2. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Form Follows Function
Signal- to- Noise Ratio
Gutenberg Diagram
Law of Pragnanz
3. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Constancy
Factor of Safety
Orientation Sensitivity
Garbage In - Garbage Out
4. 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.
Modularity
Golden Ratio
Redundancy
Signal- to- Noise Ratio
5. 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)
Fibonacci Sequence
Garbage In - Garbage Out
Scaling Fallacy
Consistency
6. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Uniform Connectedness
Chunking
Consistency
7. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Progressive Disclosure
Performance Load
Figure-Ground Relationship
Waist to Hip Ratio
8. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Common Fate
Comparison
Prototyping
9. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Hierarchy
Attractiveness Bias
Confirmation
Closure
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.
Good Continuation
Iconic Representation
Chunking
Wayfinding
11. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Attractiveness Bias
Exposure Effect
Symmetry
Progressive Disclosure
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Top- Down Lighting Bias
Performance Load
Attractiveness Bias
Development Cycle
13. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Chunking
Mental Model
Uncertainty Principle
14. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Mimicry
Cost-Benefit
Rosenthal Effect
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)
Face- ism Ratio
Mnemonic Device
Closure
Top- Down Lighting Bias
16. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Cost-Benefit
Common Fate
Wayfinding
17. A property in which a form is made up of parts similar to the whole or to one another.
Inverted Pyramid
Constraint
Self- similarity
Flexibility-Usability Tradeoff
18. A sequence of numbers in which each number is the sum of the preceding two.
Progressive Disclosure
Most Average Facial Appearance Effect
Fibonacci Sequence
Signal- to- Noise Ratio
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Errors
Progressive Disclosure
Five Hat Racks
20. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Entry Point
Orientation Sensitivity
Shaping
21. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Modularity
Halo Effect
Pygmalion Effect
Mapping
22. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Satisficing
Mapping
Interference Effects
23. The usability of a system is improved when similar parts are expressed in similar ways.
Face- ism Ratio
Rule of Thirds
Depth of Processing
Consistency
24. Pictures are remembered better than words.
Control
Prospect-Refuge
Serial Position Effects
Picture Superiority Effect
25. 80% of the effects generated by any large system are caused by 20% of the variables.
Entry Point
80/20 Rule
Storytelling
Operant Conditioning
26. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Modularity
Recognition over recall
Fitts' Law
Top- Down Lighting Bias
27. 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.
Exposure Effect
Feedback Loop
80/20 Rule
Picture Superiority Effect
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Comparison
Iconic Representation
Mapping
Cognitive Dissonance
29. The usability of a system is improved when its status and methods of use are clearly visible.
Operant Conditioning
Form Follows Function
Chunking
Visibility
30. The tendency for people to perform better or worse based on the expectations of another.
Common Fate
Pygmalion Effect
Classical Conditioning
Hierarchy of Needs (Design)
31. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Mnemonic Device
Structural Forms
Performance vs. Preference
Scaling Fallacy
32. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Rule of Thirds
Performance vs. Preference
Classical Conditioning
Alignment
33. Patients experience treatment effects based on their belief that a treatment will work.
Redundancy
Von Restorff Effect
Proximity
Placebo effect
34. 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.
Ockham's Razor
Mapping
Placebo effect
Mental Model
35. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Recognition over recall
Five Hat Racks
Constraint
36. 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
Wayfinding
Uncertainty Principle
Inverted Pyramid
37. The tendency for people to behave differently when they know they are being studied
Iteration
Highlighting
Hawthorne Effect
Expectation Effect
38. A method of limiting the actions that can be performed on a system.
Legibility
Waist to Hip Ratio
Constraint
Expectation Effect
39. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Defensible Space
Feedback Loop
Common Fate
40. As the flexiblity of a system increases - its usability decreases.
Figure-Ground Relationship
Fitts' Law
Flexibility-Usability Tradeoff
Law of Pragnanz
41. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Mapping
Picture Superiority Effect
Good Continuation
42. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Accessibility
Baby-Face Bias
Inverted Pyramid
Forgiveness
43. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Recognition over recall
Placebo effect
Demand Characteristics
Comparison
44. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Expectation Effect
Alignment
Satisficing
Uniform Connectedness
45. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Orientation Sensitivity
Framing
Hierarchy
46. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mimicry
Signal- to- Noise Ratio
Chunking
Threat detection
47. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Defensible Space
Similarity
Most Average Facial Appearance Effect
48. Memory for recognizing things is better than memory for recalling things.
Development Cycle
Recognition over recall
Placebo effect
Von Restorff Effect
49. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hawthorne Effect
Structural Forms
Interference Effects
Normal Distribution
50. The time it takes to make a decision increases as the number of alternatives increases.