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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 act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Highlighting
Uncertainty Principle
Pygmalion Effect
Inverted Pyramid
2. A method of limiting the actions that can be performed on a system.
Constraint
Framing
Immersion
Chunking
3. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Mimicry
Visibility
Convergence
4. People understand and interact with systems and environments based on mental representations developed from experience.
Most Average Facial Appearance Effect
Mental Model
Control
Top- Down Lighting Bias
5. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Savanna Preference
Good Continuation
80/20 Rule
6. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Common Fate
Gutenberg Diagram
Chunking
7. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Prototyping
Performance Load
Recognition over recall
Inverted Pyramid
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Signal- to- Noise Ratio
Savanna Preference
Iteration
80/20 Rule
9. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Defensible Space
Mnemonic Device
Wayfinding
Proximity
10. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Interference Effects
Maslow's Hierarchy of Needs
Baby-Face Bias
11. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Readability
Proximity
Iconic Representation
Storytelling
12. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Five Hat Racks
Redundancy
Form Follows Function
Depth of Processing
13. 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.
Weakest Link
Law of Pragnanz
Performance vs. Preference
Mapping
14. A technique for bringing attention to an area of text or image.
Demand Characteristics
Five Hat Racks
Highlighting
Common Fate
15. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Feedback Loop
Closure
Mental Model
16. A tendency to see objects and patterns as 3D when certain visual cues are present.
Threat detection
Entry Point
Three- Dimensional Projection
Flexibility-Usability Tradeoff
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Iconic Representation
Legibility
Control
Halo Effect
18. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Placebo effect
Closure
Entry Point
Proximity
19. An original model on which something is patterned
Flexibility-Usability Tradeoff
Archetype
Weakest Link
Expectation Effect
20. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hawthorne Effect
Weakest Link
Common Fate
Rosenthal Effect
21. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Classical Conditioning
Operant Conditioning
Five Hat Racks
Redundancy
22. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Archetype
Form Follows Function
Rosenthal Effect
Redundancy
23. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fibonacci Sequence
Scaling Fallacy
Prospect-Refuge
Orientation Sensitivity
24. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Weakest Link
Performance Load
Serial Position Effects
Mimicry
25. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Ockham's Razor
Uniform Connectedness
Hierarchy
Operant Conditioning
26. The use of pictorial images to improve the recognition and recall of signs and controls.
Placebo effect
Iconic Representation
Storytelling
Factor of Safety
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Operant Conditioning
Closure
Feedback Loop
Good Continuation
28. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Feedback Loop
Signal- to- Noise Ratio
Halo Effect
Mapping
29. A sequence of numbers in which each number is the sum of the preceding two.
Alignment
Forgiveness
Fibonacci Sequence
Common Fate
30. A property of visual equivalence among elements in a form.
Framing
Symmetry
Exposure Effect
Hierarchy of Needs (Design)
31. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Maslow's Hierarchy of Needs
Control
Life Cycle
32. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Constraint
Layering
Similarity
Von Restorff Effect
33. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Ockham's Razor
Framing
Baby-Face Bias
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Convergence
Archetype
Development Cycle
Hick's Law
35. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Development Cycle
Comparison
Progressive Disclosure
Top- Down Lighting Bias
36. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Expectation Effect
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
Interference Effects
37. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Depth of Processing
Mimicry
Prospect-Refuge
38. Pictures are remembered better than words.
Good Continuation
Picture Superiority Effect
Orientation Sensitivity
Interference Effects
39. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Control
Shaping
Gutenberg Diagram
Legibility
40. The tendency for people to behave differently when they know they are being studied
Iteration
Hierarchy
Recognition over recall
Hawthorne Effect
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Entry Point
Proximity
Demand Characteristics
Maslow's Hierarchy of Needs
42. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Errors
Prototyping
Scaling Fallacy
Cognitive Dissonance
43. A process of repeating a set of operation until a specific result is achieved.
Iteration
Performance Load
Von Restorff Effect
Golden Ratio
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.
Constraint
Law of Pragnanz
Hierarchy of Needs (Design)
Visibility
45. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Similarity
Performance vs. Preference
Interference Effects
Law of Pragnanz
46. Patients experience treatment effects based on their belief that a treatment will work.
Cost-Benefit
Orientation Sensitivity
Placebo effect
Legibility
47. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Weakest Link
Storytelling
Forgiveness
80/20 Rule
48. 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)
Scaling Fallacy
Baby-Face Bias
Self- similarity
Archetype
49. Memory for recognizing things is better than memory for recalling things.
Expectation Effect
Prototyping
Recognition over recall
Signal- to- Noise Ratio
50. An attribute of an object that allows people to intuitively know how to use it
Development Cycle
Legibility
Affordance
Performance vs. Preference