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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 property in which a form is made up of parts similar to the whole or to one another.
Golden Ratio
Progressive Disclosure
Feedback Loop
Self- similarity
2. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Archetype
Accessibility
Gutenberg Diagram
Framing
3. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Factor of Safety
Layering
Halo Effect
Immersion
4. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Affordance
Storytelling
Highlighting
5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Operant Conditioning
Factor of Safety
Similarity
Picture Superiority Effect
6. As the flexiblity of a system increases - its usability decreases.
Legibility
Flexibility-Usability Tradeoff
Good Continuation
Alignment
7. The time required to move to a target is a function of the target size and distance to the target.
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8. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Common Fate
Constraint
Confirmation
Orientation Sensitivity
9. 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
Layering
Attractiveness Bias
Fitts' Law
10. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Defensible Space
Accessibility
Alignment
Operant Conditioning
11. A process of repeating a set of operation until a specific result is achieved.
Consistency
Performance Load
Iteration
Cognitive Dissonance
12. A process in which similar characteristics evolve independently in multiple systems.
Fitts' Law
Accessibility
Convergence
Readability
13. 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.
Legibility
Redundancy
Cost-Benefit
Modularity
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Consistency
Constraint
Orientation Sensitivity
Depth of Processing
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)
Fitts' Law
Face- ism Ratio
Forgiveness
Life Cycle
16. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Affordance
Framing
Visibility
Storytelling
17. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Five Hat Racks
Law of Pragnanz
Uniform Connectedness
Savanna Preference
18. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Modularity
Top- Down Lighting Bias
Similarity
Cost-Benefit
19. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Placebo effect
Affordance
Flexibility-Usability Tradeoff
20. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Gutenberg Diagram
Constancy
Closure
Control
21. 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.
Life Cycle
Consistency
Self- similarity
Savanna Preference
22. The process of using spatial and environmental information to navigate to a destination.
Face- ism Ratio
Readability
Wayfinding
Baby-Face Bias
23. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Convergence
Structural Forms
Hawthorne Effect
Attractiveness Bias
24. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Immersion
Savanna Preference
Redundancy
25. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Depth of Processing
Closure
Mental Model
Expectation Effect
26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Layering
Readability
Rosenthal Effect
Confirmation
27. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Modularity
Control
Storytelling
28. An action or ommission of action yielding an unintended result.
Legibility
Garbage In - Garbage Out
Exposure Effect
Errors
29. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Recognition over recall
Threat detection
Uniform Connectedness
Closure
30. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Self- similarity
Baby-Face Bias
Framing
Interference Effects
31. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Waist to Hip Ratio
Five Hat Racks
Figure-Ground Relationship
Baby-Face Bias
32. A method of limiting the actions that can be performed on a system.
Hawthorne Effect
Flexibility-Usability Tradeoff
Von Restorff Effect
Constraint
33. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Symmetry
Progressive Disclosure
Performance vs. Preference
Demand Characteristics
34. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Gutenberg Diagram
Exposure Effect
Constraint
Modularity
35. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Baby-Face Bias
Self- similarity
Mimicry
Layering
36. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Serial Position Effects
Attractiveness Bias
Fitts' Law
Performance Load
37. 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?)
Baby-Face Bias
Picture Superiority Effect
Cost-Benefit
Expectation Effect
38. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Gutenberg Diagram
Feedback Loop
Confirmation
Inverted Pyramid
39. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mimicry
Storytelling
Savanna Preference
Mnemonic Device
40. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Golden Ratio
Law of Pragnanz
Most Average Facial Appearance Effect
Figure-Ground Relationship
41. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Layering
Satisficing
Defensible Space
Highlighting
42. A tendency to see objects and patterns as 3D when certain visual cues are present.
Similarity
Scaling Fallacy
Three- Dimensional Projection
Placebo effect
43. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Self- similarity
Three- Dimensional Projection
Figure-Ground Relationship
Classical Conditioning
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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45. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Halo Effect
Threat detection
Weakest Link
Savanna Preference
46. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Ockham's Razor
Factor of Safety
Figure-Ground Relationship
Baby-Face Bias
47. People understand and interact with systems and environments based on mental representations developed from experience.
80/20 Rule
Proximity
Mental Model
Orientation Sensitivity
48. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Readability
Layering
Inverted Pyramid
49. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Feedback Loop
Progressive Disclosure
Law of Pragnanz
Immersion
50. Elements that are close together are percieved to be more related than elements that are farther apart.
Redundancy
Mnemonic Device
Errors
Proximity