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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 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.)
Expectation Effect
Mapping
Normal Distribution
Legibility
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Performance Load
Confirmation
Five Hat Racks
Satisficing
3. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Fitts' Law
Flexibility-Usability Tradeoff
Classical Conditioning
Alignment
4. 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
Legibility
Orientation Sensitivity
Iteration
5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Operant Conditioning
Affordance
Prospect-Refuge
6. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Placebo effect
Iconic Representation
Layering
Redundancy
7. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Immersion
Modularity
Defensible Space
Redundancy
8. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Signal- to- Noise Ratio
Immersion
Demand Characteristics
Depth of Processing
9. The process of using spatial and environmental information to navigate to a destination.
Most Average Facial Appearance Effect
Recognition over recall
Wayfinding
Mental Model
10. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Convergence
Good Continuation
Signal- to- Noise Ratio
Hick's Law
11. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Inverted Pyramid
Legibility
Orientation Sensitivity
Most Average Facial Appearance Effect
12. Patients experience treatment effects based on their belief that a treatment will work.
Expectation Effect
Placebo effect
Baby-Face Bias
Shaping
13. The time required to move to a target is a function of the target size and distance to the target.
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14. 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.
Iconic Representation
Rule of Thirds
Good Continuation
Errors
15. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Rule of Thirds
Framing
Waist to Hip Ratio
16. Memory for recognizing things is better than memory for recalling things.
Common Fate
Recognition over recall
Convergence
Picture Superiority Effect
17. People understand and interact with systems and environments based on mental representations developed from experience.
Inverted Pyramid
Modularity
Mental Model
Highlighting
18. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Convergence
Highlighting
Mnemonic Device
Most Average Facial Appearance Effect
19. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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20. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Performance vs. Preference
Classical Conditioning
Five Hat Racks
Comparison
21. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Waist to Hip Ratio
Cost-Benefit
Fitts' Law
22. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Von Restorff Effect
Fibonacci Sequence
Figure-Ground Relationship
Demand Characteristics
23. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Good Continuation
Five Hat Racks
Normal Distribution
Progressive Disclosure
24. 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.
Control
Mapping
Wayfinding
Modularity
25. Pictures are remembered better than words.
Prototyping
Wayfinding
Picture Superiority Effect
Gutenberg Diagram
26. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Development Cycle
Factor of Safety
Good Continuation
Affordance
27. The time it takes to make a decision increases as the number of alternatives increases.
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28. A technique that influences decision making and judgement by manipulating the way information is presented.
Scaling Fallacy
Framing
Consistency
Picture Superiority Effect
29. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Alignment
Weakest Link
Satisficing
30. The relative ease with which a destination - idea - or concept may be reached.
Wayfinding
Flexibility-Usability Tradeoff
Serial Position Effects
Accessibility
31. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Immersion
Halo Effect
Scaling Fallacy
Weakest Link
32. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Signal- to- Noise Ratio
Picture Superiority Effect
Visibility
33. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Iconic Representation
Hierarchy
Forgiveness
Constancy
34. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Five Hat Racks
Expectation Effect
Operant Conditioning
Visibility
35. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Storytelling
Gutenberg Diagram
Hawthorne Effect
Attractiveness Bias
36. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Convergence
Attractiveness Bias
Wayfinding
Life Cycle
37. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Fitts' Law
Affordance
Modularity
38. 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.
Halo Effect
Fibonacci Sequence
Redundancy
Performance Load
39. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Modularity
Visibility
Five Hat Racks
40. A process in which similar characteristics evolve independently in multiple systems.
Hierarchy
Convergence
Waist to Hip Ratio
Framing
41. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Performance vs. Preference
Layering
Constancy
Rule of Thirds
42. A technique for bringing attention to an area of text or image.
Cognitive Dissonance
Highlighting
Form Follows Function
Factor of Safety
43. A property in which a form is made up of parts similar to the whole or to one another.
Hierarchy
Picture Superiority Effect
Self- similarity
Figure-Ground Relationship
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Picture Superiority Effect
Proximity
Accessibility
Rule of Thirds
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Fibonacci Sequence
Exposure Effect
Ockham's Razor
46. The tendency for people to behave differently when they know they are being studied
Legibility
Hawthorne Effect
Highlighting
Layering
47. The use of pictorial images to improve the recognition and recall of signs and controls.
Five Hat Racks
Baby-Face Bias
Iconic Representation
Expectation Effect
48. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Confirmation
Structural Forms
Maslow's Hierarchy of Needs
49. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Prospect-Refuge
Proximity
Threat detection
50. 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)
Serial Position Effects
Scaling Fallacy
Iteration
Ockham's Razor