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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 of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Comparison
Orientation Sensitivity
Rule of Thirds
Classical Conditioning
2. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Iconic Representation
Proximity
Serial Position Effects
Figure-Ground Relationship
3. 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
Expectation Effect
Mimicry
Immersion
Common Fate
4. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Exposure Effect
Cognitive Dissonance
Alignment
Picture Superiority Effect
5. 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
Garbage In - Garbage Out
Legibility
Feedback Loop
6. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Proximity
Signal- to- Noise Ratio
Savanna Preference
7. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Exposure Effect
Performance Load
Rule of Thirds
8. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Uniform Connectedness
Ockham's Razor
Comparison
9. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Cost-Benefit
Figure-Ground Relationship
Fibonacci Sequence
10. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Baby-Face Bias
Modularity
Gutenberg Diagram
Mapping
11. 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?)
Cost-Benefit
Pygmalion Effect
Picture Superiority Effect
Golden Ratio
12. An original model on which something is patterned
Archetype
Constancy
Operant Conditioning
Convergence
13. 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.
Redundancy
80/20 Rule
Halo Effect
Expectation Effect
14. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Three- Dimensional Projection
Mental Model
Forgiveness
15. 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
Factor of Safety
Waist to Hip Ratio
Classical Conditioning
16. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Consistency
Wayfinding
Constancy
Waist to Hip Ratio
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Three- Dimensional Projection
Orientation Sensitivity
Layering
Accessibility
18. 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.
Feedback Loop
Cost-Benefit
Affordance
Symmetry
19. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mapping
Immersion
Chunking
Hick's Law
20. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Rosenthal Effect
Interference Effects
Normal Distribution
Constraint
21. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Normal Distribution
Operant Conditioning
Life Cycle
Visibility
22. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hierarchy of Needs (Design)
Affordance
Uncertainty Principle
Exposure Effect
23. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Good Continuation
Waist to Hip Ratio
Forgiveness
Similarity
24. A property of visual equivalence among elements in a form.
Baby-Face Bias
Iconic Representation
Archetype
Symmetry
25. 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.)
Highlighting
Uncertainty Principle
Control
Expectation Effect
26. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Iteration
Weakest Link
Operant Conditioning
Chunking
27. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Confirmation
Satisficing
Shaping
Prototyping
28. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Form Follows Function
Affordance
Storytelling
Redundancy
29. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Cognitive Dissonance
Iconic Representation
Chunking
Classical Conditioning
30. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Mnemonic Device
Control
Redundancy
Archetype
31. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mnemonic Device
Prospect-Refuge
Comparison
Rosenthal Effect
32. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Weakest Link
80/20 Rule
Mimicry
Development Cycle
33. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Hierarchy of Needs (Design)
Layering
Symmetry
34. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Prospect-Refuge
Savanna Preference
Shaping
35. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Weakest Link
Framing
Most Average Facial Appearance Effect
36. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Garbage In - Garbage Out
Fibonacci Sequence
Mimicry
37. 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.
Iconic Representation
Satisficing
Chunking
Immersion
38. 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.
Waist to Hip Ratio
Entry Point
Good Continuation
Interference Effects
39. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
40. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uniform Connectedness
Savanna Preference
Attractiveness Bias
Visibility
41. A sequence of numbers in which each number is the sum of the preceding two.
Scaling Fallacy
Hawthorne Effect
Fibonacci Sequence
Hierarchy
42. An attribute of an object that allows people to intuitively know how to use it
Affordance
Savanna Preference
Face- ism Ratio
Halo Effect
43. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Self- similarity
Satisficing
Good Continuation
44. Pictures are remembered better than words.
Mnemonic Device
Picture Superiority Effect
Symmetry
Constancy
45. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Recognition over recall
Rosenthal Effect
Weakest Link
46. The time it takes to make a decision increases as the number of alternatives increases.
47. A process of repeating a set of operation until a specific result is achieved.
Threat detection
Constraint
Iteration
Layering
48. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Layering
Factor of Safety
Legibility
Interference Effects
49. Elements that are similar are perceived to be more related than elements that are dissimilar.
Confirmation
Development Cycle
Cost-Benefit
Similarity
50. A property in which a form is made up of parts similar to the whole or to one another.
Accessibility
Self- similarity
Ockham's Razor
Iteration