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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 phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Serial Position Effects
Readability
Development Cycle
Demand Characteristics
2. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Iconic Representation
Waist to Hip Ratio
Interference Effects
Inverted Pyramid
3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Prototyping
Performance Load
Normal Distribution
Constancy
4. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Affordance
Normal Distribution
Convergence
Scaling Fallacy
5. An attribute of an object that allows people to intuitively know how to use it
Affordance
Visibility
Symmetry
Serial Position Effects
6. The relative ease with which a destination - idea - or concept may be reached.
Face- ism Ratio
Demand Characteristics
Self- similarity
Accessibility
7. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Fitts' Law
Face- ism Ratio
Hierarchy
Interference Effects
8. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Orientation Sensitivity
Rule of Thirds
Confirmation
Baby-Face Bias
9. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Five Hat Racks
Mnemonic Device
Iconic Representation
Entry Point
10. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Golden Ratio
Attractiveness Bias
Self- similarity
Alignment
11. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Orientation Sensitivity
Storytelling
Classical Conditioning
Inverted Pyramid
12. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Hawthorne Effect
Uncertainty Principle
Scaling Fallacy
Waist to Hip Ratio
13. The usability of a system is improved when its status and methods of use are clearly visible.
Signal- to- Noise Ratio
Hierarchy
Weakest Link
Visibility
14. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Classical Conditioning
Wayfinding
Gutenberg Diagram
Forgiveness
15. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mapping
Similarity
Picture Superiority Effect
Threat detection
16. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Constraint
Consistency
Law of Pragnanz
Constancy
17. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Affordance
Recognition over recall
Legibility
18. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Interference Effects
Constancy
Constraint
19. 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?)
Rule of Thirds
Inverted Pyramid
Cost-Benefit
Feedback Loop
20. 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
Picture Superiority Effect
Uncertainty Principle
Structural Forms
21. 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.
Mapping
Proximity
Consistency
Defensible Space
22. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Iconic Representation
Entry Point
Forgiveness
Hick's Law
23. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Iteration
Mnemonic Device
Cognitive Dissonance
Recognition over recall
24. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Accessibility
Layering
Comparison
80/20 Rule
25. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Classical Conditioning
Visibility
Top- Down Lighting Bias
Mimicry
26. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Storytelling
Expectation Effect
Performance Load
Prospect-Refuge
27. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Fibonacci Sequence
Classical Conditioning
Legibility
Good Continuation
28. 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.
Structural Forms
Normal Distribution
Factor of Safety
Hierarchy of Needs (Design)
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Top- Down Lighting Bias
Prospect-Refuge
Framing
Layering
30. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Expectation Effect
Legibility
Convergence
31. The debgree to which prose can be understood - based on the complexity of words and sentences.
Convergence
Mnemonic Device
Readability
Chunking
32. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Highlighting
Similarity
Scaling Fallacy
Halo Effect
33. A tendency to see objects and patterns as 3D when certain visual cues are present.
Comparison
Self- similarity
Mnemonic Device
Three- Dimensional Projection
34. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Attractiveness Bias
Weakest Link
Control
Garbage In - Garbage Out
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Hierarchy of Needs (Design)
Pygmalion Effect
Recognition over recall
36. An original model on which something is patterned
Closure
Layering
Archetype
Readability
37. The process of using spatial and environmental information to navigate to a destination.
Operant Conditioning
Performance Load
Framing
Wayfinding
38. 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.
Cognitive Dissonance
Redundancy
Performance Load
Uncertainty Principle
39. Patients experience treatment effects based on their belief that a treatment will work.
Exposure Effect
Placebo effect
Picture Superiority Effect
Defensible Space
40. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Garbage In - Garbage Out
Performance vs. Preference
Exposure Effect
Top- Down Lighting Bias
41. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Storytelling
Classical Conditioning
Mental Model
Defensible Space
42. 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)
Placebo effect
Highlighting
Operant Conditioning
Scaling Fallacy
43. 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.
Waist to Hip Ratio
Constancy
Defensible Space
Closure
44. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Progressive Disclosure
Life Cycle
Readability
45. 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.
Gutenberg Diagram
Comparison
Savanna Preference
Convergence
46. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Alignment
Picture Superiority Effect
Form Follows Function
47. Memory for recognizing things is better than memory for recalling things.
Highlighting
Constancy
Framing
Recognition over recall
48. 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.
Errors
Consistency
Chunking
Fitts' Law
49. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Baby-Face Bias
Pygmalion Effect
Garbage In - Garbage Out
Five Hat Racks
50. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Hick's Law
Attractiveness Bias
Prototyping
Performance Load