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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. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Immersion
Archetype
Development Cycle
Top- Down Lighting Bias
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Exposure Effect
Depth of Processing
Recognition over recall
Von Restorff Effect
3. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Most Average Facial Appearance Effect
Hawthorne Effect
Hierarchy
Visibility
4. A ratio within the elements of a form - such as height to width - approximating 0.618.
Closure
Golden Ratio
Hierarchy of Needs (Design)
Forgiveness
5. Given a choice between functionally equivalent designs - the simplest design should be selected.
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6. Pictures are remembered better than words.
Picture Superiority Effect
Hierarchy of Needs (Design)
Serial Position Effects
Mapping
7. A technique that influences decision making and judgement by manipulating the way information is presented.
Hierarchy
Framing
Rosenthal Effect
Depth of Processing
8. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Proximity
Comparison
Recognition over recall
Figure-Ground Relationship
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Hierarchy of Needs (Design)
Cognitive Dissonance
Convergence
10. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Flexibility-Usability Tradeoff
Closure
Storytelling
Uncertainty Principle
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Normal Distribution
Iteration
Control
Performance Load
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Prospect-Refuge
Closure
Iteration
Performance Load
13. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Control
Life Cycle
Common Fate
Rule of Thirds
14. 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.
Comparison
Operant Conditioning
Immersion
Feedback Loop
15. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Rule of Thirds
Readability
80/20 Rule
16. 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.
Confirmation
Waist to Hip Ratio
Five Hat Racks
Similarity
17. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Constancy
Accessibility
Development Cycle
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Placebo effect
Scaling Fallacy
Redundancy
Similarity
19. An attribute of an object that allows people to intuitively know how to use it
Mnemonic Device
Affordance
Picture Superiority Effect
Flexibility-Usability Tradeoff
20. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Garbage In - Garbage Out
Fitts' Law
Factor of Safety
Threat detection
21. A tendency to see objects and patterns as 3D when certain visual cues are present.
Satisficing
Orientation Sensitivity
Three- Dimensional Projection
Depth of Processing
22. 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.
Von Restorff Effect
Serial Position Effects
Redundancy
Similarity
23. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Defensible Space
Weakest Link
Von Restorff Effect
Hick's Law
24. As the flexiblity of a system increases - its usability decreases.
Archetype
Fitts' Law
Constraint
Flexibility-Usability Tradeoff
25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Hick's Law
Three- Dimensional Projection
Gutenberg Diagram
Face- ism Ratio
26. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Forgiveness
Weakest Link
Demand Characteristics
Top- Down Lighting Bias
27. 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.
Life Cycle
80/20 Rule
Chunking
Progressive Disclosure
28. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Expectation Effect
Prospect-Refuge
Exposure Effect
Highlighting
29. The tendency for people to perform better or worse based on the expectations of another.
Fitts' Law
Development Cycle
Pygmalion Effect
Classical Conditioning
30. The usability of a system is improved when its status and methods of use are clearly visible.
Archetype
Visibility
Top- Down Lighting Bias
Pygmalion Effect
31. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Archetype
Expectation Effect
Weakest Link
32. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Similarity
Halo Effect
Iteration
33. A method of limiting the actions that can be performed on a system.
Five Hat Racks
Progressive Disclosure
Highlighting
Constraint
34. 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
Uncertainty Principle
Halo Effect
Common Fate
Uniform Connectedness
35. Elements that are close together are percieved to be more related than elements that are farther apart.
Prospect-Refuge
Proximity
Alignment
Ockham's Razor
36. 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.
Savanna Preference
80/20 Rule
Mimicry
Defensible Space
37. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Hierarchy of Needs (Design)
Prototyping
Entry Point
Immersion
38. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Uncertainty Principle
Accessibility
Confirmation
Mnemonic Device
39. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Ockham's Razor
Halo Effect
Von Restorff Effect
Five Hat Racks
40. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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41. There are five ways to organize information: Category - time - location - alphabet - and continuum.
80/20 Rule
Five Hat Racks
Mimicry
Placebo effect
42. 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.
Hierarchy
Fitts' Law
Redundancy
Demand Characteristics
43. 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
Rosenthal Effect
Threat detection
Classical Conditioning
44. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Control
Mnemonic Device
Performance vs. Preference
Interference Effects
45. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Figure-Ground Relationship
Prospect-Refuge
Serial Position Effects
Mapping
46. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Framing
Good Continuation
Symmetry
47. 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.)
Ockham's Razor
Baby-Face Bias
Exposure Effect
Expectation Effect
48. A process of repeating a set of operation until a specific result is achieved.
Legibility
Iteration
Prototyping
Errors
49. 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.
Ockham's Razor
Mapping
Five Hat Racks
Symmetry
50. 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?)
Accessibility
Affordance
Cost-Benefit
80/20 Rule