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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. The usability of a system is improved when its status and methods of use are clearly visible.
Good Continuation
Errors
Satisficing
Visibility
2. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Interference Effects
Self- similarity
Ockham's Razor
3. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Shaping
Waist to Hip Ratio
Fibonacci Sequence
Demand Characteristics
4. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Redundancy
Threat detection
Classical Conditioning
Cost-Benefit
5. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Good Continuation
Prototyping
Rosenthal Effect
Cognitive Dissonance
6. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Hierarchy of Needs (Design)
Figure-Ground Relationship
Weakest Link
7. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Similarity
Threat detection
Hierarchy
8. Elements that are similar are perceived to be more related than elements that are dissimilar.
Self- similarity
Entry Point
Similarity
Von Restorff Effect
9. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Prospect-Refuge
Mnemonic Device
Baby-Face Bias
Development Cycle
10. An original model on which something is patterned
Scaling Fallacy
Top- Down Lighting Bias
Operant Conditioning
Archetype
11. The process of using spatial and environmental information to navigate to a destination.
Depth of Processing
Wayfinding
Waist to Hip Ratio
Savanna Preference
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Self- similarity
Three- Dimensional Projection
Layering
Flexibility-Usability Tradeoff
13. 80% of the effects generated by any large system are caused by 20% of the variables.
Affordance
Modularity
Readability
80/20 Rule
14. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Hick's Law
Orientation Sensitivity
Rosenthal Effect
Attractiveness Bias
15. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Constraint
Pygmalion Effect
Errors
16. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Mental Model
Signal- to- Noise Ratio
Affordance
17. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Framing
Uniform Connectedness
Wayfinding
18. A method of limiting the actions that can be performed on a system.
Factor of Safety
Satisficing
Constraint
Control
19. Pictures are remembered better than words.
Hawthorne Effect
Life Cycle
Picture Superiority Effect
Mental Model
20. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Entry Point
Von Restorff Effect
Highlighting
Hierarchy
21. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hierarchy of Needs (Design)
Forgiveness
Pygmalion Effect
Comparison
22. A process of repeating a set of operation until a specific result is achieved.
Iteration
Factor of Safety
Progressive Disclosure
Immersion
23. A property of visual equivalence among elements in a form.
Hawthorne Effect
Maslow's Hierarchy of Needs
Archetype
Symmetry
24. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Legibility
Feedback Loop
Form Follows Function
Development Cycle
25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Face- ism Ratio
Symmetry
Gutenberg Diagram
Orientation Sensitivity
26. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Expectation Effect
Prospect-Refuge
Von Restorff Effect
Top- Down Lighting Bias
27. Given a choice between functionally equivalent designs - the simplest design should be selected.
28. As the flexiblity of a system increases - its usability decreases.
Uniform Connectedness
Good Continuation
Flexibility-Usability Tradeoff
Progressive Disclosure
29. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Framing
Iteration
Attractiveness Bias
Inverted Pyramid
30. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Law of Pragnanz
Orientation Sensitivity
Consistency
Defensible Space
31. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Von Restorff Effect
Threat detection
Common Fate
Signal- to- Noise Ratio
32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Figure-Ground Relationship
Cognitive Dissonance
Three- Dimensional Projection
Similarity
33. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Symmetry
Exposure Effect
Cognitive Dissonance
Uncertainty Principle
34. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Modularity
Layering
Face- ism Ratio
Symmetry
35. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Three- Dimensional Projection
Immersion
Flexibility-Usability Tradeoff
36. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Alignment
Flexibility-Usability Tradeoff
Good Continuation
37. Teachers treat students differently based on their expectations of how students will perform.
Satisficing
Performance vs. Preference
Rosenthal Effect
Uniform Connectedness
38. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
39. 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.
Wayfinding
Structural Forms
Constraint
Good Continuation
40. 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
Prospect-Refuge
Wayfinding
Scaling Fallacy
41. 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?)
Inverted Pyramid
Redundancy
Iconic Representation
Cost-Benefit
42. The time it takes to make a decision increases as the number of alternatives increases.
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Cost-Benefit
Inverted Pyramid
Iconic Representation
Proximity
44. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Shaping
Flexibility-Usability Tradeoff
Layering
Structural Forms
45. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mental Model
Entry Point
Operant Conditioning
Alignment
46. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Interference Effects
Comparison
Immersion
Errors
47. The usability of a system is improved when similar parts are expressed in similar ways.
Signal- to- Noise Ratio
Uniform Connectedness
Consistency
Self- similarity
48. 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
Scaling Fallacy
Life Cycle
Performance Load
49. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Most Average Facial Appearance Effect
Gutenberg Diagram
Scaling Fallacy
50. A technique that influences decision making and judgement by manipulating the way information is presented.
Mnemonic Device
Framing
Shaping
Structural Forms