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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. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Mapping
Closure
Three- Dimensional Projection
Expectation Effect
2. The time it takes to make a decision increases as the number of alternatives increases.
3. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Good Continuation
Waist to Hip Ratio
Attractiveness Bias
4. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Readability
Structural Forms
Most Average Facial Appearance Effect
5. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Fibonacci Sequence
Scaling Fallacy
Signal- to- Noise Ratio
Closure
6. 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.
Cognitive Dissonance
Operant Conditioning
Constraint
Chunking
7. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Alignment
Constraint
Figure-Ground Relationship
Consistency
8. A property of visual equivalence among elements in a form.
Wayfinding
Symmetry
Baby-Face Bias
Redundancy
9. Pictures are remembered better than words.
Picture Superiority Effect
Iteration
Uncertainty Principle
Hawthorne Effect
10. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Top- Down Lighting Bias
Orientation Sensitivity
Waist to Hip Ratio
Hick's Law
11. 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.)
Modularity
Prospect-Refuge
Expectation Effect
Self- similarity
12. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Form Follows Function
Baby-Face Bias
Legibility
Garbage In - Garbage Out
13. An attribute of an object that allows people to intuitively know how to use it
Accessibility
Constraint
Affordance
Iconic Representation
14. 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.
Visibility
Savanna Preference
Top- Down Lighting Bias
Common Fate
15. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Shaping
Constancy
Baby-Face Bias
16. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Most Average Facial Appearance Effect
Von Restorff Effect
Storytelling
Flexibility-Usability Tradeoff
17. 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.
Garbage In - Garbage Out
Placebo effect
Immersion
Hierarchy of Needs (Design)
18. 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.
Common Fate
Form Follows Function
Mapping
Top- Down Lighting Bias
19. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Normal Distribution
Operant Conditioning
Common Fate
Hawthorne Effect
20. As the flexiblity of a system increases - its usability decreases.
Layering
Symmetry
Flexibility-Usability Tradeoff
Good Continuation
21. A process of repeating a set of operation until a specific result is achieved.
Serial Position Effects
Flexibility-Usability Tradeoff
Uniform Connectedness
Iteration
22. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
23. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Comparison
Five Hat Racks
Hierarchy
Three- Dimensional Projection
24. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Picture Superiority Effect
Similarity
Serial Position Effects
25. The use of pictorial images to improve the recognition and recall of signs and controls.
Wayfinding
Maslow's Hierarchy of Needs
Iconic Representation
Threat detection
26. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Depth of Processing
Form Follows Function
Exposure Effect
Constancy
27. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Redundancy
Picture Superiority Effect
Mapping
Attractiveness Bias
28. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Comparison
Serial Position Effects
Development Cycle
29. Patients experience treatment effects based on their belief that a treatment will work.
Most Average Facial Appearance Effect
Wayfinding
Operant Conditioning
Placebo effect
30. A tendency to see objects and patterns as 3D when certain visual cues are present.
Savanna Preference
Good Continuation
Three- Dimensional Projection
Performance vs. Preference
31. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Flexibility-Usability Tradeoff
Similarity
Life Cycle
32. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Classical Conditioning
Progressive Disclosure
Modularity
Comparison
33. 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.
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Exposure Effect
Wayfinding
34. The tendency for people to perform better or worse based on the expectations of another.
Golden Ratio
Cost-Benefit
Pygmalion Effect
Interference Effects
35. An action or ommission of action yielding an unintended result.
Factor of Safety
Garbage In - Garbage Out
Errors
Visibility
36. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
80/20 Rule
Affordance
Constancy
Entry Point
37. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Comparison
Structural Forms
Most Average Facial Appearance Effect
Hierarchy
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Chunking
Attractiveness Bias
Uniform Connectedness
39. The time required to move to a target is a function of the target size and distance to the target.
40. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Mental Model
Halo Effect
Confirmation
41. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Law of Pragnanz
Three- Dimensional Projection
Accessibility
Forgiveness
42. A technique that influences decision making and judgement by manipulating the way information is presented.
Expectation Effect
Prototyping
Hierarchy
Framing
43. The relative ease with which a destination - idea - or concept may be reached.
Life Cycle
Accessibility
Uniform Connectedness
Similarity
44. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Fitts' Law
Similarity
Serial Position Effects
Weakest Link
45. 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.
Most Average Facial Appearance Effect
Mapping
Picture Superiority Effect
Redundancy
46. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Law of Pragnanz
Visibility
Redundancy
47. People understand and interact with systems and environments based on mental representations developed from experience.
Hierarchy of Needs (Design)
Mental Model
Feedback Loop
Signal- to- Noise Ratio
48. Elements that are similar are perceived to be more related than elements that are dissimilar.
Von Restorff Effect
Similarity
Operant Conditioning
Waist to Hip Ratio
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Placebo effect
Wayfinding
Chunking
Prototyping
50. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Satisficing
Alignment
Baby-Face Bias
Pygmalion Effect