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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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Storytelling
Hick's Law
Exposure Effect
Similarity
2. An original model on which something is patterned
Mapping
Archetype
Common Fate
Framing
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Affordance
Shaping
Mimicry
Golden Ratio
4. A process of repeating a set of operation until a specific result is achieved.
Structural Forms
Forgiveness
Modularity
Iteration
5. A process in which similar characteristics evolve independently in multiple systems.
Waist to Hip Ratio
Self- similarity
Alignment
Convergence
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Flexibility-Usability Tradeoff
Immersion
Structural Forms
Operant Conditioning
7. An action or ommission of action yielding an unintended result.
Mapping
Errors
Satisficing
Baby-Face Bias
8. 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.
Immersion
Picture Superiority Effect
Defensible Space
Mapping
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Top- Down Lighting Bias
Hick's Law
Picture Superiority Effect
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Development Cycle
Convergence
Exposure Effect
Constancy
11. A ratio within the elements of a form - such as height to width - approximating 0.618.
Most Average Facial Appearance Effect
Golden Ratio
Maslow's Hierarchy of Needs
Legibility
12. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
80/20 Rule
Structural Forms
Control
Prototyping
13. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Proximity
Classical Conditioning
Life Cycle
Three- Dimensional Projection
14. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Weakest Link
Prototyping
Uniform Connectedness
Mnemonic Device
15. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Form Follows Function
Figure-Ground Relationship
Similarity
16. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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17. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Readability
Garbage In - Garbage Out
Prospect-Refuge
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mnemonic Device
Confirmation
Convergence
Prospect-Refuge
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Defensible Space
Highlighting
Law of Pragnanz
20. 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
Classical Conditioning
Picture Superiority Effect
Baby-Face Bias
21. Elements that are close together are percieved to be more related than elements that are farther apart.
Iteration
Constraint
Most Average Facial Appearance Effect
Proximity
22. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Alignment
Inverted Pyramid
Demand Characteristics
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Structural Forms
Mnemonic Device
Baby-Face Bias
Form Follows Function
24. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Placebo effect
Satisficing
Depth of Processing
Consistency
25. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Most Average Facial Appearance Effect
Gutenberg Diagram
Uniform Connectedness
26. 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.
Chunking
Feedback Loop
Five Hat Racks
Rosenthal Effect
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Serial Position Effects
Figure-Ground Relationship
Performance Load
Archetype
28. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Garbage In - Garbage Out
Convergence
Inverted Pyramid
Prospect-Refuge
29. The quality of system output is dependent on the quality of system input.
Operant Conditioning
Garbage In - Garbage Out
Similarity
Feedback Loop
30. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Self- similarity
Wayfinding
Comparison
Shaping
31. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Pygmalion Effect
Uniform Connectedness
Redundancy
32. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Flexibility-Usability Tradeoff
Placebo effect
Classical Conditioning
33. 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.
Expectation Effect
Cognitive Dissonance
Savanna Preference
Good Continuation
34. Patients experience treatment effects based on their belief that a treatment will work.
Self- similarity
Placebo effect
Hierarchy of Needs (Design)
Cognitive Dissonance
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Convergence
Law of Pragnanz
Fibonacci Sequence
Progressive Disclosure
36. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Cost-Benefit
Threat detection
Signal- to- Noise Ratio
Mnemonic Device
37. As the flexiblity of a system increases - its usability decreases.
Fibonacci Sequence
Highlighting
Flexibility-Usability Tradeoff
Depth of Processing
38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Performance vs. Preference
Pygmalion Effect
Defensible Space
Demand Characteristics
39. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Progressive Disclosure
Three- Dimensional Projection
Symmetry
Classical Conditioning
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Waist to Hip Ratio
Normal Distribution
Signal- to- Noise Ratio
Exposure Effect
41. The tendency for people to perform better or worse based on the expectations of another.
Scaling Fallacy
Modularity
Life Cycle
Pygmalion Effect
42. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Uniform Connectedness
Archetype
Recognition over recall
Alignment
43. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Hierarchy of Needs (Design)
Fitts' Law
Rosenthal Effect
44. 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.
Halo Effect
Mimicry
Five Hat Racks
Hierarchy of Needs (Design)
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Baby-Face Bias
Framing
Similarity
46. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Signal- to- Noise Ratio
Archetype
Prospect-Refuge
47. A technique for bringing attention to an area of text or image.
Highlighting
Hawthorne Effect
Waist to Hip Ratio
Fibonacci Sequence
48. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Threat detection
Entry Point
Fibonacci Sequence
Recognition over recall
49. 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.
Shaping
Legibility
Von Restorff Effect
Waist to Hip Ratio
50. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Affordance
Exposure Effect
Layering
Maslow's Hierarchy of Needs