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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. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Control
Redundancy
Mnemonic Device
2. 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.
Maslow's Hierarchy of Needs
Ockham's Razor
Feedback Loop
Forgiveness
3. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Prototyping
Normal Distribution
Errors
4. A technique that influences decision making and judgement by manipulating the way information is presented.
Three- Dimensional Projection
Framing
Performance Load
Symmetry
5. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Ockham's Razor
Face- ism Ratio
Five Hat Racks
6. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Rosenthal Effect
Redundancy
Symmetry
Interference Effects
7. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Performance Load
Operant Conditioning
Picture Superiority Effect
Constancy
8. 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.
Readability
Threat detection
Exposure Effect
Chunking
9. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Visibility
Gutenberg Diagram
Closure
Placebo effect
10. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Storytelling
Orientation Sensitivity
Layering
Picture Superiority Effect
11. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Confirmation
Von Restorff Effect
Constraint
Similarity
12. Memory for recognizing things is better than memory for recalling things.
Forgiveness
Recognition over recall
Waist to Hip Ratio
Uniform Connectedness
13. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Satisficing
Attractiveness Bias
Hierarchy of Needs (Design)
14. An action or ommission of action yielding an unintended result.
Progressive Disclosure
Law of Pragnanz
Errors
Rule of Thirds
15. 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
Redundancy
Picture Superiority Effect
Progressive Disclosure
16. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Baby-Face Bias
Readability
Von Restorff Effect
17. 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?)
Attractiveness Bias
Weakest Link
Progressive Disclosure
Cost-Benefit
18. Patients experience treatment effects based on their belief that a treatment will work.
Threat detection
Feedback Loop
Placebo effect
Iteration
19. A method of limiting the actions that can be performed on a system.
Most Average Facial Appearance Effect
Depth of Processing
Normal Distribution
Constraint
20. A process of repeating a set of operation until a specific result is achieved.
Constancy
Hawthorne Effect
Chunking
Iteration
21. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Baby-Face Bias
Confirmation
Satisficing
Performance Load
22. A sequence of numbers in which each number is the sum of the preceding two.
Depth of Processing
Uniform Connectedness
Normal Distribution
Fibonacci Sequence
23. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Savanna Preference
Weakest Link
Interference Effects
24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Factor of Safety
Figure-Ground Relationship
Demand Characteristics
Alignment
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Feedback Loop
Classical Conditioning
Top- Down Lighting Bias
Iconic Representation
26. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Framing
Progressive Disclosure
Modularity
Highlighting
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Mimicry
Fitts' Law
Threat detection
28. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Accessibility
Operant Conditioning
Attractiveness Bias
Comparison
29. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Waist to Hip Ratio
Immersion
Entry Point
Placebo effect
30. 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.)
Signal- to- Noise Ratio
Pygmalion Effect
Expectation Effect
Hawthorne Effect
31. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Operant Conditioning
80/20 Rule
Factor of Safety
32. 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.
Placebo effect
Good Continuation
Prospect-Refuge
Face- ism Ratio
33. A technique for bringing attention to an area of text or image.
Hierarchy of Needs (Design)
Visibility
Classical Conditioning
Highlighting
34. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Golden Ratio
Symmetry
Layering
Defensible Space
35. An original model on which something is patterned
Prototyping
Good Continuation
Forgiveness
Archetype
36. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Constraint
Entry Point
Picture Superiority Effect
37. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Mimicry
Prototyping
Feedback Loop
Hick's Law
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Control
Storytelling
Most Average Facial Appearance Effect
Satisficing
39. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Ockham's Razor
Attractiveness Bias
Hawthorne Effect
40. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Flexibility-Usability Tradeoff
Hierarchy
Baby-Face Bias
Convergence
41. The quality of system output is dependent on the quality of system input.
Exposure Effect
Layering
Garbage In - Garbage Out
Prospect-Refuge
42. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Closure
Mimicry
Golden Ratio
Serial Position Effects
43. As the flexiblity of a system increases - its usability decreases.
Performance vs. Preference
Law of Pragnanz
Flexibility-Usability Tradeoff
Prototyping
44. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Redundancy
Demand Characteristics
Legibility
Mimicry
45. Teachers treat students differently based on their expectations of how students will perform.
Exposure Effect
Self- similarity
Orientation Sensitivity
Rosenthal Effect
46. The time it takes to make a decision increases as the number of alternatives increases.
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47. Given a choice between functionally equivalent designs - the simplest design should be selected.
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48. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Archetype
Shaping
Factor of Safety
49. 80% of the effects generated by any large system are caused by 20% of the variables.
Rosenthal Effect
Maslow's Hierarchy of Needs
Exposure Effect
80/20 Rule
50. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Defensible Space
Scaling Fallacy
Demand Characteristics