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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Satisficing
Five Hat Racks
Normal Distribution
Exposure Effect
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Interference Effects
Mapping
Operant Conditioning
Fibonacci Sequence
3. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
80/20 Rule
Depth of Processing
Cost-Benefit
Hick's Law
4. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Threat detection
Framing
Modularity
Serial Position Effects
5. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Affordance
Defensible Space
Mimicry
Performance Load
6. 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
Common Fate
Structural Forms
Legibility
7. 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.
Development Cycle
Waist to Hip Ratio
Hawthorne Effect
Performance vs. Preference
8. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Garbage In - Garbage Out
Modularity
Picture Superiority Effect
Alignment
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Highlighting
Top- Down Lighting Bias
Forgiveness
Signal- to- Noise Ratio
10. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Wayfinding
Savanna Preference
Modularity
Legibility
11. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Iteration
Savanna Preference
Consistency
Immersion
12. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Life Cycle
Mnemonic Device
Attractiveness Bias
13. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Halo Effect
Attractiveness Bias
Face- ism Ratio
Comparison
14. Memory for recognizing things is better than memory for recalling things.
Face- ism Ratio
Uncertainty Principle
Recognition over recall
Inverted Pyramid
15. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Halo Effect
Exposure Effect
Threat detection
Flexibility-Usability Tradeoff
16. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Performance vs. Preference
Picture Superiority Effect
Storytelling
Most Average Facial Appearance Effect
17. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Hick's Law
Weakest Link
Satisficing
18. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Common Fate
Face- ism Ratio
Closure
Prototyping
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Iteration
Life Cycle
Similarity
Three- Dimensional Projection
20. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Scaling Fallacy
Rule of Thirds
Layering
Control
21. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Classical Conditioning
Factor of Safety
Modularity
Iconic Representation
22. Elements that are close together are percieved to be more related than elements that are farther apart.
Control
Mapping
Constancy
Proximity
23. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Threat detection
Fitts' Law
Common Fate
24. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Shaping
Demand Characteristics
Three- Dimensional Projection
Constancy
25. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Good Continuation
Constancy
Confirmation
Weakest Link
26. 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.
Threat detection
Savanna Preference
Cognitive Dissonance
Attractiveness Bias
27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Signal- to- Noise Ratio
Placebo effect
Hierarchy
Satisficing
28. A method of limiting the actions that can be performed on a system.
Feedback Loop
Constraint
Pygmalion Effect
Shaping
29. 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.)
Consistency
Confirmation
Expectation Effect
Attractiveness Bias
30. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Rule of Thirds
Uniform Connectedness
Constancy
Cognitive Dissonance
31. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Modularity
Uncertainty Principle
Forgiveness
Figure-Ground Relationship
32. A process in which similar characteristics evolve independently in multiple systems.
Garbage In - Garbage Out
Top- Down Lighting Bias
Convergence
Similarity
33. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Mimicry
Development Cycle
Serial Position Effects
Prospect-Refuge
34. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Readability
Placebo effect
Exposure Effect
35. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Modularity
Attractiveness Bias
Most Average Facial Appearance Effect
36. The quality of system output is dependent on the quality of system input.
Affordance
Garbage In - Garbage Out
Performance Load
Wayfinding
37. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Constancy
Signal- to- Noise Ratio
Symmetry
38. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Signal- to- Noise Ratio
Maslow's Hierarchy of Needs
Hick's Law
39. 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.
Hierarchy of Needs (Design)
Alignment
Closure
Fibonacci Sequence
40. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Progressive Disclosure
80/20 Rule
Weakest Link
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Mimicry
Three- Dimensional Projection
Self- similarity
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Rosenthal Effect
Layering
Fibonacci Sequence
Readability
43. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Savanna Preference
Picture Superiority Effect
Layering
Serial Position Effects
44. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Framing
Signal- to- Noise Ratio
Closure
Cognitive Dissonance
45. Patients experience treatment effects based on their belief that a treatment will work.
Closure
Constraint
Control
Placebo effect
46. A property of visual equivalence among elements in a form.
Figure-Ground Relationship
Symmetry
Uncertainty Principle
Convergence
47. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Demand Characteristics
Recognition over recall
Mapping
48. 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.
Baby-Face Bias
Serial Position Effects
Legibility
Five Hat Racks
49. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Threat detection
Structural Forms
Flexibility-Usability Tradeoff
Inverted Pyramid
50. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Life Cycle
Attractiveness Bias
Classical Conditioning
Five Hat Racks