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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 level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Prototyping
Threat detection
Redundancy
Control
2. The quality of system output is dependent on the quality of system input.
Modularity
Mimicry
Garbage In - Garbage Out
Flexibility-Usability Tradeoff
3. As the flexiblity of a system increases - its usability decreases.
Hierarchy of Needs (Design)
Most Average Facial Appearance Effect
Flexibility-Usability Tradeoff
Wayfinding
4. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Comparison
Fibonacci Sequence
Interference Effects
Demand Characteristics
5. 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.)
Symmetry
Expectation Effect
Fibonacci Sequence
Proximity
6. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Top- Down Lighting Bias
Von Restorff Effect
Ockham's Razor
Figure-Ground Relationship
7. Teachers treat students differently based on their expectations of how students will perform.
Operant Conditioning
Signal- to- Noise Ratio
Rosenthal Effect
Law of Pragnanz
8. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hawthorne Effect
Law of Pragnanz
Shaping
Exposure Effect
9. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Chunking
Operant Conditioning
Comparison
10. A tendency to see objects and patterns as 3D when certain visual cues are present.
Face- ism Ratio
Recognition over recall
Three- Dimensional Projection
Performance Load
11. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Archetype
Orientation Sensitivity
Life Cycle
Iteration
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Garbage In - Garbage Out
Weakest Link
Prototyping
Self- similarity
13. People understand and interact with systems and environments based on mental representations developed from experience.
Performance vs. Preference
Flexibility-Usability Tradeoff
Mental Model
Errors
14. 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.
Prospect-Refuge
Framing
Redundancy
Feedback Loop
15. The time it takes to make a decision increases as the number of alternatives increases.
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16. 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.
Shaping
Performance Load
Serial Position Effects
Fibonacci Sequence
17. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Self- similarity
Face- ism Ratio
Waist to Hip Ratio
Classical Conditioning
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hierarchy of Needs (Design)
Ockham's Razor
Prospect-Refuge
Baby-Face Bias
19. The relative ease with which a destination - idea - or concept may be reached.
Prospect-Refuge
Accessibility
Confirmation
Development Cycle
20. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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21. A technique that influences decision making and judgement by manipulating the way information is presented.
Classical Conditioning
Law of Pragnanz
Framing
Uniform Connectedness
22. 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
Orientation Sensitivity
Garbage In - Garbage Out
Hick's Law
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Prospect-Refuge
Performance vs. Preference
Proximity
Confirmation
24. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Hawthorne Effect
Three- Dimensional Projection
Orientation Sensitivity
Progressive Disclosure
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.
Feedback Loop
Confirmation
Defensible Space
Operant Conditioning
26. The debgree to which prose can be understood - based on the complexity of words and sentences.
Hick's Law
Mapping
Prospect-Refuge
Readability
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Consistency
Baby-Face Bias
Legibility
Prototyping
28. The usability of a system is improved when its status and methods of use are clearly visible.
Factor of Safety
Visibility
Inverted Pyramid
Highlighting
29. A process in which similar characteristics evolve independently in multiple systems.
Mimicry
Satisficing
Savanna Preference
Convergence
30. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Savanna Preference
Halo Effect
Framing
Accessibility
31. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Rule of Thirds
Von Restorff Effect
Comparison
32. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Confirmation
Iconic Representation
Entry Point
Interference Effects
33. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Fitts' Law
Most Average Facial Appearance Effect
Depth of Processing
Gutenberg Diagram
34. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Constancy
Baby-Face Bias
Uncertainty Principle
Redundancy
35. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Layering
Flexibility-Usability Tradeoff
Mimicry
36. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Top- Down Lighting Bias
Development Cycle
Mental Model
Highlighting
37. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Progressive Disclosure
Figure-Ground Relationship
Legibility
Defensible Space
38. 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.
Uncertainty Principle
Face- ism Ratio
Waist to Hip Ratio
Demand Characteristics
39. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Highlighting
Modularity
Scaling Fallacy
Expectation Effect
40. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Mapping
Rule of Thirds
Satisficing
Demand Characteristics
41. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Accessibility
Threat detection
Comparison
Baby-Face Bias
42. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Demand Characteristics
Mimicry
Immersion
Form Follows Function
43. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Performance Load
Layering
Classical Conditioning
Scaling Fallacy
44. An attribute of an object that allows people to intuitively know how to use it
Development Cycle
Confirmation
Affordance
Classical Conditioning
45. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Golden Ratio
Immersion
Performance vs. Preference
Threat detection
46. 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?)
Prototyping
Cost-Benefit
Comparison
Immersion
47. A process of repeating a set of operation until a specific result is achieved.
Baby-Face Bias
Errors
Iteration
Rule of Thirds
48. The time required to move to a target is a function of the target size and distance to the target.
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49. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Mnemonic Device
Pygmalion Effect
Waist to Hip Ratio
50. A technique for bringing attention to an area of text or image.
Highlighting
Proximity
Accessibility
Closure