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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 process of using spatial and environmental information to navigate to a destination.
Proximity
Defensible Space
Wayfinding
Mental Model
2. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Framing
Demand Characteristics
Ockham's Razor
Accessibility
3. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Constancy
Halo Effect
Exposure Effect
Highlighting
4. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Placebo effect
Face- ism Ratio
Von Restorff Effect
Figure-Ground Relationship
5. The relative ease with which a destination - idea - or concept may be reached.
Control
Accessibility
Mnemonic Device
Highlighting
6. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Hick's Law
Archetype
Common Fate
7. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Common Fate
Savanna Preference
Most Average Facial Appearance Effect
Baby-Face Bias
8. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Threat detection
Placebo effect
Satisficing
Common Fate
9. Memory for recognizing things is better than memory for recalling things.
Forgiveness
Uncertainty Principle
Performance vs. Preference
Recognition over recall
10. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Interference Effects
Accessibility
Factor of Safety
Pygmalion Effect
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Redundancy
Hick's Law
Archetype
Forgiveness
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Readability
Convergence
Life Cycle
Defensible Space
13. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Confirmation
Weakest Link
Depth of Processing
Mimicry
14. A process of repeating a set of operation until a specific result is achieved.
Operant Conditioning
Classical Conditioning
Defensible Space
Iteration
15. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Chunking
Life Cycle
Baby-Face Bias
Normal Distribution
16. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Cost-Benefit
Recognition over recall
Comparison
Uniform Connectedness
17. A tendency to see objects and patterns as 3D when certain visual cues are present.
Gutenberg Diagram
Baby-Face Bias
Three- Dimensional Projection
Mental Model
18. 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?)
Redundancy
Cost-Benefit
Recognition over recall
Similarity
19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Top- Down Lighting Bias
Progressive Disclosure
Figure-Ground Relationship
Demand Characteristics
20. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Attractiveness Bias
Development Cycle
Figure-Ground Relationship
Alignment
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Factor of Safety
Threat detection
Mapping
Confirmation
22. The quality of system output is dependent on the quality of system input.
Waist to Hip Ratio
Satisficing
Entry Point
Garbage In - Garbage Out
23. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Inverted Pyramid
Forgiveness
Picture Superiority Effect
Life Cycle
24. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Uncertainty Principle
Hierarchy
Constraint
Inverted Pyramid
25. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Threat detection
Baby-Face Bias
Affordance
Shaping
26. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Mnemonic Device
Entry Point
Shaping
27. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Storytelling
Entry Point
Halo Effect
28. The tendency for people to behave differently when they know they are being studied
Rule of Thirds
Hawthorne Effect
Threat detection
80/20 Rule
29. The time required to move to a target is a function of the target size and distance to the target.
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30. People understand and interact with systems and environments based on mental representations developed from experience.
Prototyping
Mental Model
Halo Effect
80/20 Rule
31. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Proximity
Framing
Fibonacci Sequence
32. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Halo Effect
Life Cycle
Gutenberg Diagram
Normal Distribution
33. A ratio within the elements of a form - such as height to width - approximating 0.618.
Hick's Law
Inverted Pyramid
Golden Ratio
Serial Position Effects
34. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Readability
Cost-Benefit
Baby-Face Bias
35. As the flexiblity of a system increases - its usability decreases.
Archetype
Form Follows Function
Flexibility-Usability Tradeoff
Chunking
36. Elements that are similar are perceived to be more related than elements that are dissimilar.
Immersion
Similarity
Good Continuation
Accessibility
37. Teachers treat students differently based on their expectations of how students will perform.
Alignment
Rosenthal Effect
Forgiveness
Entry Point
38. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Mimicry
Hierarchy
Top- Down Lighting Bias
39. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Archetype
Entry Point
Feedback Loop
Constancy
40. An attribute of an object that allows people to intuitively know how to use it
Affordance
Von Restorff Effect
Readability
Figure-Ground Relationship
41. The usability of a system is improved when similar parts are expressed in similar ways.
Feedback Loop
Orientation Sensitivity
Mnemonic Device
Consistency
42. An action or ommission of action yielding an unintended result.
Accessibility
Satisficing
Errors
Storytelling
43. A property of visual equivalence among elements in a form.
Normal Distribution
Signal- to- Noise Ratio
Symmetry
Ockham's Razor
44. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Constraint
Flexibility-Usability Tradeoff
Threat detection
45. Pictures are remembered better than words.
Hierarchy
Signal- to- Noise Ratio
Operant Conditioning
Picture Superiority Effect
46. A technique for bringing attention to an area of text or image.
Top- Down Lighting Bias
Uncertainty Principle
Storytelling
Highlighting
47. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Shaping
Von Restorff Effect
Alignment
Cost-Benefit
48. 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.
Gutenberg Diagram
Progressive Disclosure
Feedback Loop
Consistency
49. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Signal- to- Noise Ratio
Rule of Thirds
Inverted Pyramid
Constraint
50. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Threat detection
Cost-Benefit
Forgiveness
Structural Forms