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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. 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?)
Comparison
Ockham's Razor
Cost-Benefit
Hawthorne Effect
2. The quality of system output is dependent on the quality of system input.
Iconic Representation
Garbage In - Garbage Out
Performance Load
Waist to Hip Ratio
3. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Self- similarity
Storytelling
Wayfinding
Alignment
4. An attribute of an object that allows people to intuitively know how to use it
Golden Ratio
Serial Position Effects
Law of Pragnanz
Affordance
5. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Self- similarity
Immersion
Convergence
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Iteration
Pygmalion Effect
Maslow's Hierarchy of Needs
Gutenberg Diagram
7. An original model on which something is patterned
Hawthorne Effect
Waist to Hip Ratio
Archetype
Golden Ratio
8. 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)
Life Cycle
Depth of Processing
Readability
Scaling Fallacy
9. 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.
Highlighting
Five Hat Racks
Serial Position Effects
Inverted Pyramid
10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Affordance
Cognitive Dissonance
Development Cycle
Storytelling
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Consistency
Readability
Forgiveness
12. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Top- Down Lighting Bias
Highlighting
Constraint
13. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mnemonic Device
Demand Characteristics
Performance Load
Readability
14. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Constancy
Proximity
Defensible Space
Garbage In - Garbage Out
15. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Placebo effect
Law of Pragnanz
Satisficing
16. A ratio within the elements of a form - such as height to width - approximating 0.618.
Good Continuation
Visibility
Life Cycle
Golden Ratio
17. 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.
Halo Effect
Feedback Loop
Satisficing
Wayfinding
18. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Fitts' Law
Rule of Thirds
Fibonacci Sequence
19. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Immersion
Self- similarity
Structural Forms
Attractiveness Bias
20. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Waist to Hip Ratio
Law of Pragnanz
Structural Forms
Serial Position Effects
21. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Cognitive Dissonance
Life Cycle
Consistency
Accessibility
22. 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
Garbage In - Garbage Out
Golden Ratio
Savanna Preference
23. 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.
Consistency
Chunking
Readability
Demand Characteristics
24. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Similarity
Serial Position Effects
Golden Ratio
25. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Layering
Life Cycle
Prototyping
26. A property in which a form is made up of parts similar to the whole or to one another.
Top- Down Lighting Bias
Chunking
Self- similarity
Pygmalion Effect
27. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Entry Point
Storytelling
Savanna Preference
Factor of Safety
28. A technique for bringing attention to an area of text or image.
Face- ism Ratio
Demand Characteristics
Highlighting
Flexibility-Usability Tradeoff
29. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Scaling Fallacy
Orientation Sensitivity
Exposure Effect
Recognition over recall
30. Elements that are similar are perceived to be more related than elements that are dissimilar.
Cost-Benefit
Constraint
Similarity
Garbage In - Garbage Out
31. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Threat detection
Mnemonic Device
Maslow's Hierarchy of Needs
Operant Conditioning
32. 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
Consistency
Common Fate
Fibonacci Sequence
Serial Position Effects
33. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Attractiveness Bias
Normal Distribution
Demand Characteristics
Comparison
34. Elements that are close together are percieved to be more related than elements that are farther apart.
Layering
Gutenberg Diagram
Proximity
Archetype
35. Pictures are remembered better than words.
Progressive Disclosure
Picture Superiority Effect
Wayfinding
Storytelling
36. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Inverted Pyramid
Hierarchy of Needs (Design)
Visibility
37. Teachers treat students differently based on their expectations of how students will perform.
Operant Conditioning
Wayfinding
Rosenthal Effect
Hick's Law
38. The relative ease with which a destination - idea - or concept may be reached.
Alignment
Accessibility
Golden Ratio
Readability
39. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Closure
Feedback Loop
Demand Characteristics
Signal- to- Noise Ratio
40. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Serial Position Effects
Iconic Representation
Shaping
41. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Classical Conditioning
Alignment
Closure
Rule of Thirds
42. An action or ommission of action yielding an unintended result.
Halo Effect
Chunking
Mnemonic Device
Errors
43. The usability of a system is improved when similar parts are expressed in similar ways.
Garbage In - Garbage Out
Cognitive Dissonance
Consistency
Five Hat Racks
44. Memory for recognizing things is better than memory for recalling things.
Confirmation
Recognition over recall
Waist to Hip Ratio
Scaling Fallacy
45. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Modularity
Structural Forms
Fibonacci Sequence
Progressive Disclosure
46. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Hick's Law
Scaling Fallacy
Proximity
47. The process of using spatial and environmental information to navigate to a destination.
Hick's Law
Wayfinding
Scaling Fallacy
Savanna Preference
48. The tendency for people to behave differently when they know they are being studied
Development Cycle
Hawthorne Effect
Three- Dimensional Projection
Similarity
49. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Halo Effect
Classical Conditioning
Three- Dimensional Projection
Similarity
50. 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.
Hick's Law
Expectation Effect
Exposure Effect
Good Continuation