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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 method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Performance Load
Iconic Representation
Ockham's Razor
2. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Legibility
Weakest Link
Layering
3. A property in which a form is made up of parts similar to the whole or to one another.
Factor of Safety
Halo Effect
Self- similarity
Baby-Face Bias
4. Elements that are similar are perceived to be more related than elements that are dissimilar.
Feedback Loop
Accessibility
Similarity
Savanna Preference
5. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Pygmalion Effect
Shaping
Figure-Ground Relationship
Immersion
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Law of Pragnanz
Performance vs. Preference
Orientation Sensitivity
Common Fate
7. Patients experience treatment effects based on their belief that a treatment will work.
Maslow's Hierarchy of Needs
Errors
Prototyping
Placebo effect
8. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Picture Superiority Effect
Prospect-Refuge
Readability
Confirmation
9. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Von Restorff Effect
Orientation Sensitivity
Rule of Thirds
10. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Storytelling
Factor of Safety
Forgiveness
Pygmalion Effect
11. 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)
Scaling Fallacy
Mnemonic Device
Classical Conditioning
Five Hat Racks
12. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Ockham's Razor
Picture Superiority Effect
Shaping
13. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Von Restorff Effect
Depth of Processing
Confirmation
Comparison
14. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Consistency
Rosenthal Effect
Mimicry
Hierarchy of Needs (Design)
15. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Fibonacci Sequence
Modularity
Placebo effect
16. 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.
Savanna Preference
Constancy
Most Average Facial Appearance Effect
Top- Down Lighting Bias
17. A technique for bringing attention to an area of text or image.
Confirmation
Highlighting
Progressive Disclosure
Comparison
18. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Savanna Preference
Prospect-Refuge
Signal- to- Noise Ratio
Wayfinding
19. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Confirmation
Storytelling
Fibonacci Sequence
20. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Inverted Pyramid
Good Continuation
Five Hat Racks
Uncertainty Principle
21. 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
Hick's Law
Classical Conditioning
Satisficing
22. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Consistency
Structural Forms
Halo Effect
23. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Gutenberg Diagram
Storytelling
Weakest Link
Feedback Loop
24. 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.
Accessibility
Hierarchy of Needs (Design)
Consistency
Cognitive Dissonance
25. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Uncertainty Principle
Operant Conditioning
Archetype
Rule of Thirds
26. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Garbage In - Garbage Out
Progressive Disclosure
Orientation Sensitivity
Common Fate
27. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Feedback Loop
Hick's Law
Flexibility-Usability Tradeoff
28. The usability of a system is improved when its status and methods of use are clearly visible.
Good Continuation
Visibility
Uniform Connectedness
Exposure Effect
29. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Convergence
Demand Characteristics
Chunking
Closure
30. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Exposure Effect
Normal Distribution
Comparison
Picture Superiority Effect
31. Teachers treat students differently based on their expectations of how students will perform.
Hawthorne Effect
Rosenthal Effect
Uncertainty Principle
Progressive Disclosure
32. A method of limiting the actions that can be performed on a system.
Constraint
Classical Conditioning
Orientation Sensitivity
Operant Conditioning
33. People understand and interact with systems and environments based on mental representations developed from experience.
Wayfinding
Progressive Disclosure
Mental Model
Legibility
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
35. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Errors
Orientation Sensitivity
Redundancy
36. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Visibility
Ockham's Razor
Form Follows Function
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Constraint
Structural Forms
Cost-Benefit
Progressive Disclosure
38. Pictures are remembered better than words.
Depth of Processing
Picture Superiority Effect
Structural Forms
Errors
39. An action or ommission of action yielding an unintended result.
Hierarchy of Needs (Design)
Classical Conditioning
Constancy
Errors
40. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Hierarchy of Needs (Design)
Feedback Loop
Demand Characteristics
Rosenthal Effect
41. The tendency for people to behave differently when they know they are being studied
Constancy
Hawthorne Effect
Weakest Link
Self- similarity
42. The time required to move to a target is a function of the target size and distance to the target.
43. 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.
Mental Model
Chunking
Top- Down Lighting Bias
Demand Characteristics
44. 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
Three- Dimensional Projection
Mimicry
Depth of Processing
45. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Performance Load
Iteration
Accessibility
46. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Normal Distribution
Most Average Facial Appearance Effect
Ockham's Razor
47. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Performance Load
Scaling Fallacy
Law of Pragnanz
Layering
48. Memory for recognizing things is better than memory for recalling things.
Shaping
Recognition over recall
Figure-Ground Relationship
Archetype
49. 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.
Face- ism Ratio
Visibility
Mapping
Serial Position Effects
50. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Hawthorne Effect
Inverted Pyramid
Form Follows Function