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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.
Five Hat Racks
Redundancy
Attractiveness Bias
80/20 Rule
2. A property of visual equivalence among elements in a form.
Alignment
Symmetry
Prototyping
Ockham's Razor
3. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Classical Conditioning
Alignment
Gutenberg Diagram
Maslow's Hierarchy of Needs
4. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Cost-Benefit
Mapping
Expectation Effect
Mimicry
5. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
80/20 Rule
Convergence
Comparison
6. 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.
Attractiveness Bias
Proximity
Entry Point
Good Continuation
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Self- similarity
Immersion
Uniform Connectedness
8. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Expectation Effect
Immersion
Mnemonic Device
9. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Placebo effect
80/20 Rule
Modularity
Attractiveness Bias
10. The time required to move to a target is a function of the target size and distance to the target.
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11. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Layering
Highlighting
Iconic Representation
12. 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.
Convergence
Chunking
Layering
Most Average Facial Appearance Effect
13. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Mapping
Interference Effects
Cost-Benefit
14. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Constraint
Confirmation
Flexibility-Usability Tradeoff
Demand Characteristics
15. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Progressive Disclosure
Gutenberg Diagram
Readability
16. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Mimicry
Classical Conditioning
Mapping
Proximity
17. A technique for bringing attention to an area of text or image.
Picture Superiority Effect
Highlighting
Confirmation
Recognition over recall
18. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Figure-Ground Relationship
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Constancy
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Satisficing
Archetype
Halo Effect
20. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mimicry
Normal Distribution
Top- Down Lighting Bias
Accessibility
21. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Visibility
Figure-Ground Relationship
Face- ism Ratio
Structural Forms
22. The quality of system output is dependent on the quality of system input.
Cost-Benefit
Legibility
Garbage In - Garbage Out
Entry Point
23. 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
Performance vs. Preference
Closure
Prospect-Refuge
24. Memory for recognizing things is better than memory for recalling things.
Five Hat Racks
Recognition over recall
Consistency
Similarity
25. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Prototyping
Mental Model
Five Hat Racks
Control
26. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Five Hat Racks
Alignment
Law of Pragnanz
Normal Distribution
27. 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.
Interference Effects
Serial Position Effects
Mapping
Self- similarity
28. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Mental Model
Uncertainty Principle
Consistency
29. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Expectation Effect
Fibonacci Sequence
Rule of Thirds
Symmetry
30. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Inverted Pyramid
Comparison
Attractiveness Bias
Forgiveness
31. 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
Constraint
Rule of Thirds
Mental Model
32. The process of using spatial and environmental information to navigate to a destination.
Consistency
Waist to Hip Ratio
Good Continuation
Wayfinding
33. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Proximity
Feedback Loop
Hick's Law
Uncertainty Principle
34. A ratio within the elements of a form - such as height to width - approximating 0.618.
Development Cycle
Common Fate
Golden Ratio
Pygmalion Effect
35. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Mimicry
Depth of Processing
Prospect-Refuge
Demand Characteristics
36. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Signal- to- Noise Ratio
Gutenberg Diagram
Iconic Representation
Accessibility
37. A property in which a form is made up of parts similar to the whole or to one another.
Layering
Form Follows Function
Five Hat Racks
Self- similarity
38. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hierarchy
Interference Effects
Errors
Symmetry
39. 80% of the effects generated by any large system are caused by 20% of the variables.
Law of Pragnanz
80/20 Rule
Gutenberg Diagram
Iconic Representation
40. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Hawthorne Effect
Chunking
Hick's Law
41. A process of repeating a set of operation until a specific result is achieved.
Iteration
Mimicry
Interference Effects
Defensible Space
42. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Iteration
Von Restorff Effect
Prospect-Refuge
Placebo effect
43. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Operant Conditioning
Pygmalion Effect
Cognitive Dissonance
Archetype
44. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Accessibility
Halo Effect
Modularity
Expectation Effect
45. An attribute of an object that allows people to intuitively know how to use it
Comparison
Affordance
Cost-Benefit
Fitts' Law
46. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Picture Superiority Effect
Law of Pragnanz
Hierarchy
Mapping
47. 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?)
Waist to Hip Ratio
Chunking
Cost-Benefit
Gutenberg Diagram
48. The time it takes to make a decision increases as the number of alternatives increases.
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49. A technique that influences decision making and judgement by manipulating the way information is presented.
Affordance
Framing
80/20 Rule
Hawthorne Effect
50. The usability of a system is improved when its status and methods of use are clearly visible.
Symmetry
Visibility
Highlighting
Mimicry