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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. Elements that are close together are percieved to be more related than elements that are farther apart.
Good Continuation
Proximity
Expectation Effect
Exposure Effect
2. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Life Cycle
Threat detection
Errors
Attractiveness Bias
3. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Uniform Connectedness
Framing
Operant Conditioning
Serial Position Effects
4. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Hawthorne Effect
Prototyping
Closure
Storytelling
5. Teachers treat students differently based on their expectations of how students will perform.
Fibonacci Sequence
Rosenthal Effect
Classical Conditioning
Iteration
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
7. A sequence of numbers in which each number is the sum of the preceding two.
Five Hat Racks
Fibonacci Sequence
Common Fate
Symmetry
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Uniform Connectedness
80/20 Rule
Life Cycle
Most Average Facial Appearance Effect
9. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Factor of Safety
Affordance
Symmetry
Interference Effects
10. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Immersion
Golden Ratio
Mapping
11. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Von Restorff Effect
Defensible Space
Framing
12. A technique that influences decision making and judgement by manipulating the way information is presented.
Confirmation
Framing
Hierarchy
Progressive Disclosure
13. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Most Average Facial Appearance Effect
Face- ism Ratio
Golden Ratio
Cost-Benefit
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Three- Dimensional Projection
Serial Position Effects
Gutenberg Diagram
Similarity
15. The use of pictorial images to improve the recognition and recall of signs and controls.
Storytelling
Defensible Space
Errors
Iconic Representation
16. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Chunking
Uncertainty Principle
Symmetry
Proximity
17. An action or ommission of action yielding an unintended result.
Errors
Uncertainty Principle
Good Continuation
Common Fate
18. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Closure
Von Restorff Effect
Prototyping
Constancy
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Exposure Effect
Satisficing
Three- Dimensional Projection
Fitts' Law
20. Memory for recognizing things is better than memory for recalling things.
Wayfinding
Recognition over recall
Performance Load
Factor of Safety
21. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Redundancy
Inverted Pyramid
Demand Characteristics
22. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Normal Distribution
Inverted Pyramid
Weakest Link
Picture Superiority Effect
23. The time required to move to a target is a function of the target size and distance to the target.
24. A method of limiting the actions that can be performed on a system.
Constraint
Form Follows Function
Redundancy
Fitts' Law
25. 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.
Hierarchy of Needs (Design)
Feedback Loop
Modularity
Iconic Representation
26. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Forgiveness
Inverted Pyramid
Classical Conditioning
Form Follows Function
27. 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.
Pygmalion Effect
Rosenthal Effect
Law of Pragnanz
Mapping
28. 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
Demand Characteristics
Face- ism Ratio
Mental Model
29. 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.
Life Cycle
Convergence
Mental Model
Waist to Hip Ratio
30. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Alignment
Mental Model
Golden Ratio
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Readability
Development Cycle
Performance vs. Preference
Hick's Law
32. A technique for bringing attention to an area of text or image.
Accessibility
Form Follows Function
Highlighting
Entry Point
33. 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.
Redundancy
Legibility
Gutenberg Diagram
Modularity
34. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Figure-Ground Relationship
Layering
Hick's Law
Rosenthal Effect
35. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Figure-Ground Relationship
Normal Distribution
Satisficing
Visibility
36. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Expectation Effect
Three- Dimensional Projection
Performance Load
37. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Picture Superiority Effect
Face- ism Ratio
Factor of Safety
Convergence
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Prospect-Refuge
Three- Dimensional Projection
Shaping
Entry Point
39. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Weakest Link
Top- Down Lighting Bias
Figure-Ground Relationship
Expectation Effect
40. 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
Legibility
Prototyping
Satisficing
41. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Iconic Representation
Constancy
Orientation Sensitivity
42. The relative ease with which a destination - idea - or concept may be reached.
Uniform Connectedness
Accessibility
Development Cycle
Rule of Thirds
43. The time it takes to make a decision increases as the number of alternatives increases.
44. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Convergence
Orientation Sensitivity
Life Cycle
Flexibility-Usability Tradeoff
45. A process of repeating a set of operation until a specific result is achieved.
Iteration
Von Restorff Effect
Accessibility
Pygmalion Effect
46. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Readability
Flexibility-Usability Tradeoff
Common Fate
47. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Redundancy
Hierarchy
Structural Forms
Threat detection
48. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Satisficing
Demand Characteristics
Modularity
Prototyping
49. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Savanna Preference
Most Average Facial Appearance Effect
Proximity
50. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Most Average Facial Appearance Effect
Confirmation
Symmetry
Classical Conditioning