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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. Patients experience treatment effects based on their belief that a treatment will work.
Maslow's Hierarchy of Needs
Von Restorff Effect
Placebo effect
Hick's Law
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Normal Distribution
Five Hat Racks
Performance vs. Preference
Mimicry
3. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Mapping
Self- similarity
Constancy
4. 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
Control
Consistency
Common Fate
Normal Distribution
5. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Wayfinding
Legibility
Good Continuation
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Mental Model
Symmetry
Savanna Preference
7. An action or ommission of action yielding an unintended result.
Mimicry
Depth of Processing
Serial Position Effects
Errors
8. A technique that influences decision making and judgement by manipulating the way information is presented.
Prospect-Refuge
Framing
Iconic Representation
Uniform Connectedness
9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mnemonic Device
Legibility
Similarity
Feedback Loop
10. 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.
Iteration
Von Restorff Effect
Cost-Benefit
Waist to Hip Ratio
11. Teachers treat students differently based on their expectations of how students will perform.
Garbage In - Garbage Out
Performance vs. Preference
Rosenthal Effect
Von Restorff Effect
12. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Exposure Effect
Signal- to- Noise Ratio
Weakest Link
Von Restorff Effect
13. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Attractiveness Bias
Fibonacci Sequence
Progressive Disclosure
Figure-Ground Relationship
14. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Savanna Preference
Attractiveness Bias
Signal- to- Noise Ratio
Law of Pragnanz
15. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Baby-Face Bias
Defensible Space
Cognitive Dissonance
Iteration
16. 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.
Mapping
Redundancy
Self- similarity
Good Continuation
17. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Operant Conditioning
Confirmation
Hick's Law
Inverted Pyramid
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.
Waist to Hip Ratio
Interference Effects
Mapping
Placebo effect
19. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Feedback Loop
Exposure Effect
Confirmation
Modularity
20. People understand and interact with systems and environments based on mental representations developed from experience.
Savanna Preference
Inverted Pyramid
Mental Model
Weakest Link
21. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Waist to Hip Ratio
Depth of Processing
Classical Conditioning
22. The process of using spatial and environmental information to navigate to a destination.
Errors
Most Average Facial Appearance Effect
Layering
Wayfinding
23. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Entry Point
Performance vs. Preference
Classical Conditioning
Operant Conditioning
24. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Orientation Sensitivity
Mental Model
Closure
Prospect-Refuge
25. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Accessibility
Serial Position Effects
Storytelling
Feedback Loop
26. A property of visual equivalence among elements in a form.
Von Restorff Effect
Symmetry
Readability
Entry Point
27. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Alignment
Defensible Space
Immersion
Depth of Processing
28. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Forgiveness
Garbage In - Garbage Out
Picture Superiority Effect
29. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Picture Superiority Effect
Legibility
Garbage In - Garbage Out
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Redundancy
Cost-Benefit
Constancy
Picture Superiority Effect
31. 80% of the effects generated by any large system are caused by 20% of the variables.
Feedback Loop
Constancy
Gutenberg Diagram
80/20 Rule
32. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Hick's Law
Form Follows Function
Five Hat Racks
Symmetry
33. A sequence of numbers in which each number is the sum of the preceding two.
Prospect-Refuge
Fibonacci Sequence
Constraint
Von Restorff Effect
34. A process of repeating a set of operation until a specific result is achieved.
Fitts' Law
Baby-Face Bias
Iteration
Legibility
35. The tendency for people to behave differently when they know they are being studied
Confirmation
Most Average Facial Appearance Effect
Hawthorne Effect
Von Restorff Effect
36. An attribute of an object that allows people to intuitively know how to use it
Constraint
Affordance
Rosenthal Effect
Modularity
37. Pictures are remembered better than words.
Convergence
Picture Superiority Effect
Operant Conditioning
Consistency
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Hawthorne Effect
Rule of Thirds
Iteration
39. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Flexibility-Usability Tradeoff
Fibonacci Sequence
Chunking
Development Cycle
40. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Interference Effects
Inverted Pyramid
Factor of Safety
Form Follows Function
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Similarity
Self- similarity
Normal Distribution
Life Cycle
42. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Structural Forms
Hick's Law
Readability
Threat detection
43. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Wayfinding
Mimicry
Entry Point
Hick's Law
44. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Hierarchy
Scaling Fallacy
Orientation Sensitivity
45. An original model on which something is patterned
Archetype
Forgiveness
Errors
Immersion
46. 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.
Halo Effect
Feedback Loop
Baby-Face Bias
Closure
47. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Pygmalion Effect
Consistency
Top- Down Lighting Bias
80/20 Rule
48. The usability of a system is improved when its status and methods of use are clearly visible.
Fitts' Law
Cost-Benefit
Visibility
Chunking
49. Elements that are similar are perceived to be more related than elements that are dissimilar.
Accessibility
Demand Characteristics
Similarity
Ockham's Razor
50. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Constancy
Development Cycle
Consistency
Satisficing