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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 visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Factor of Safety
Signal- to- Noise Ratio
Orientation Sensitivity
Progressive Disclosure
2. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Scaling Fallacy
Threat detection
Constraint
Performance Load
3. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Weakest Link
Control
Common Fate
Hick's Law
4. 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
Development Cycle
Performance vs. Preference
Hick's Law
5. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Flexibility-Usability Tradeoff
Factor of Safety
Demand Characteristics
Rule of Thirds
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Weakest Link
Face- ism Ratio
Storytelling
Life Cycle
7. A process of repeating a set of operation until a specific result is achieved.
Iteration
Rosenthal Effect
Immersion
Demand Characteristics
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Closure
Uniform Connectedness
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
9. 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
Performance Load
Law of Pragnanz
Immersion
10. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Garbage In - Garbage Out
Shaping
Three- Dimensional Projection
11. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Storytelling
Progressive Disclosure
Legibility
Baby-Face Bias
12. People understand and interact with systems and environments based on mental representations developed from experience.
Halo Effect
Mental Model
Forgiveness
Form Follows Function
13. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Cognitive Dissonance
Proximity
Factor of Safety
Defensible Space
14. A method of limiting the actions that can be performed on a system.
Constraint
Mental Model
Good Continuation
Iteration
15. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Halo Effect
Most Average Facial Appearance Effect
Feedback Loop
16. A sequence of numbers in which each number is the sum of the preceding two.
Framing
Fibonacci Sequence
Iconic Representation
Mapping
17. An attribute of an object that allows people to intuitively know how to use it
Constraint
Affordance
Rule of Thirds
Signal- to- Noise Ratio
18. The time required to move to a target is a function of the target size and distance to the target.
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19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mental Model
Three- Dimensional Projection
Hierarchy of Needs (Design)
Mimicry
20. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Good Continuation
Normal Distribution
Satisficing
Pygmalion Effect
21. 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.
Pygmalion Effect
Good Continuation
Scaling Fallacy
Symmetry
22. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Threat detection
Face- ism Ratio
Immersion
Life Cycle
23. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Picture Superiority Effect
Mnemonic Device
Ockham's Razor
24. An original model on which something is patterned
Archetype
Forgiveness
Symmetry
Similarity
25. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Layering
Threat detection
Uniform Connectedness
26. The time it takes to make a decision increases as the number of alternatives increases.
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27. The quality of system output is dependent on the quality of system input.
Accessibility
Attractiveness Bias
Garbage In - Garbage Out
Inverted Pyramid
28. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Baby-Face Bias
Entry Point
Law of Pragnanz
Form Follows Function
29. Elements that are similar are perceived to be more related than elements that are dissimilar.
Uniform Connectedness
Similarity
Mnemonic Device
Orientation Sensitivity
30. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Self- similarity
Rule of Thirds
Figure-Ground Relationship
Von Restorff Effect
31. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mimicry
Interference Effects
Iconic Representation
Factor of Safety
32. A property of visual equivalence among elements in a form.
Comparison
Face- ism Ratio
Symmetry
Von Restorff Effect
33. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Ockham's Razor
Rule of Thirds
Baby-Face Bias
Placebo effect
34. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Halo Effect
Framing
Prospect-Refuge
Alignment
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Feedback Loop
Development Cycle
Pygmalion Effect
36. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Hierarchy of Needs (Design)
Performance Load
Savanna Preference
Readability
37. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Forgiveness
Closure
Mnemonic Device
38. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Depth of Processing
Expectation Effect
Closure
Development Cycle
39. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Signal- to- Noise Ratio
Orientation Sensitivity
Prototyping
40. A property in which a form is made up of parts similar to the whole or to one another.
Demand Characteristics
Immersion
Feedback Loop
Self- similarity
41. The tendency for people to behave differently when they know they are being studied
Highlighting
Hick's Law
Hawthorne Effect
Feedback Loop
42. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Uniform Connectedness
Readability
Accessibility
Cognitive Dissonance
43. An action or ommission of action yielding an unintended result.
Garbage In - Garbage Out
Mimicry
Inverted Pyramid
Errors
44. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Interference Effects
Garbage In - Garbage Out
Similarity
45. 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.
Waist to Hip Ratio
Layering
Mnemonic Device
Redundancy
46. 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)
Framing
Waist to Hip Ratio
Scaling Fallacy
Consistency
47. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Archetype
Alignment
Hierarchy
Entry Point
48. 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.)
Von Restorff Effect
Similarity
Fibonacci Sequence
Expectation Effect
49. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Closure
Modularity
Factor of Safety
Most Average Facial Appearance Effect
50. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Forgiveness
Orientation Sensitivity
Life Cycle