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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. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Wayfinding
Mapping
Demand Characteristics
Forgiveness
2. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Scaling Fallacy
Hierarchy of Needs (Design)
Exposure Effect
3. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Prospect-Refuge
Weakest Link
Inverted Pyramid
Iteration
4. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Most Average Facial Appearance Effect
Demand Characteristics
Performance Load
5. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Redundancy
Figure-Ground Relationship
Pygmalion Effect
Scaling Fallacy
6. A property of visual equivalence among elements in a form.
Progressive Disclosure
Pygmalion Effect
Garbage In - Garbage Out
Symmetry
7. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Structural Forms
Picture Superiority Effect
Baby-Face Bias
Prospect-Refuge
8. An attribute of an object that allows people to intuitively know how to use it
Orientation Sensitivity
Visibility
Hierarchy of Needs (Design)
Affordance
9. 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.
80/20 Rule
Exposure Effect
Serial Position Effects
Satisficing
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Immersion
Prototyping
Feedback Loop
Constancy
11. The relative ease with which a destination - idea - or concept may be reached.
Flexibility-Usability Tradeoff
Performance vs. Preference
Five Hat Racks
Accessibility
12. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Redundancy
Orientation Sensitivity
Cost-Benefit
Forgiveness
13. The time it takes to make a decision increases as the number of alternatives increases.
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14. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
80/20 Rule
Threat detection
Wayfinding
Von Restorff Effect
15. A ratio within the elements of a form - such as height to width - approximating 0.618.
Rosenthal Effect
Golden Ratio
Satisficing
Ockham's Razor
16. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Expectation Effect
Entry Point
Von Restorff Effect
Alignment
17. Pictures are remembered better than words.
80/20 Rule
Savanna Preference
Control
Picture Superiority Effect
18. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Symmetry
Serial Position Effects
Hawthorne Effect
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Uniform Connectedness
Comparison
Control
Serial Position Effects
20. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Maslow's Hierarchy of Needs
Gutenberg Diagram
Constancy
Framing
21. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Waist to Hip Ratio
Affordance
Shaping
Constraint
22. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Waist to Hip Ratio
Layering
Entry Point
Factor of Safety
23. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Visibility
Mimicry
Exposure Effect
24. A sequence of numbers in which each number is the sum of the preceding two.
Closure
Fibonacci Sequence
Defensible Space
Consistency
25. The usability of a system is improved when its status and methods of use are clearly visible.
Halo Effect
Mapping
Control
Visibility
26. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Entry Point
Progressive Disclosure
Interference Effects
Five Hat Racks
27. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Savanna Preference
Exposure Effect
Cognitive Dissonance
Hierarchy
28. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Alignment
Normal Distribution
Fibonacci Sequence
Golden Ratio
29. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Law of Pragnanz
Life Cycle
Placebo effect
30. 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?)
Entry Point
Top- Down Lighting Bias
Control
Cost-Benefit
31. 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.
Operant Conditioning
Chunking
Good Continuation
Hierarchy
32. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Waist to Hip Ratio
Common Fate
Operant Conditioning
Layering
33. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Legibility
80/20 Rule
Iteration
Orientation Sensitivity
34. Memory for recognizing things is better than memory for recalling things.
Alignment
Mapping
Gutenberg Diagram
Recognition over recall
35. 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.
Convergence
Hierarchy of Needs (Design)
Maslow's Hierarchy of Needs
Symmetry
36. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Depth of Processing
Five Hat Racks
Golden Ratio
37. 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
Placebo effect
Expectation Effect
80/20 Rule
38. 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
Visibility
Mapping
Life Cycle
39. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Three- Dimensional Projection
Cognitive Dissonance
Accessibility
Serial Position Effects
40. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Recognition over recall
Prospect-Refuge
Comparison
41. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Good Continuation
Exposure Effect
Signal- to- Noise Ratio
42. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Alignment
Fibonacci Sequence
Threat detection
Hierarchy
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Von Restorff Effect
Depth of Processing
Mental Model
Flexibility-Usability Tradeoff
44. 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.
80/20 Rule
Mapping
Iconic Representation
Layering
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
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46. Elements that are close together are percieved to be more related than elements that are farther apart.
Symmetry
Proximity
Convergence
Operant Conditioning
47. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Hick's Law
Chunking
Common Fate
Closure
48. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Confirmation
Closure
Attractiveness Bias
Progressive Disclosure
49. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Orientation Sensitivity
Readability
Depth of Processing
Top- Down Lighting Bias
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Ockham's Razor
Demand Characteristics
Uncertainty Principle