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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 memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Modularity
Fitts' Law
Wayfinding
Depth of Processing
2. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Symmetry
Accessibility
Fitts' Law
3. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Placebo effect
Hawthorne Effect
Mnemonic Device
Attractiveness Bias
4. The tendency for people to perform better or worse based on the expectations of another.
Control
Savanna Preference
Pygmalion Effect
Figure-Ground Relationship
5. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Hick's Law
Savanna Preference
Picture Superiority Effect
6. 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
Flexibility-Usability Tradeoff
80/20 Rule
Recognition over recall
7. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Hawthorne Effect
Similarity
Comparison
8. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Rosenthal Effect
Fibonacci Sequence
Five Hat Racks
Orientation Sensitivity
9. 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.
Good Continuation
Prospect-Refuge
Savanna Preference
Classical Conditioning
10. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mapping
Operant Conditioning
Normal Distribution
Hawthorne Effect
11. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Recognition over recall
Face- ism Ratio
Prospect-Refuge
Mnemonic Device
12. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Mental Model
Face- ism Ratio
13. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Halo Effect
Mnemonic Device
Threat detection
Framing
14. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Five Hat Racks
Redundancy
Comparison
Consistency
15. A property of visual equivalence among elements in a form.
Cognitive Dissonance
Symmetry
Attractiveness Bias
Most Average Facial Appearance Effect
16. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Defensible Space
Legibility
Five Hat Racks
Mapping
17. A tendency to see objects and patterns as 3D when certain visual cues are present.
Demand Characteristics
Visibility
Accessibility
Three- Dimensional Projection
18. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Top- Down Lighting Bias
Halo Effect
Serial Position Effects
Control
19. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Inverted Pyramid
Mnemonic Device
Expectation Effect
Fitts' Law
20. The relative ease with which a destination - idea - or concept may be reached.
Threat detection
Highlighting
Entry Point
Accessibility
21. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Errors
Weakest Link
Layering
Redundancy
22. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Attractiveness Bias
Prototyping
Alignment
Archetype
23. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Good Continuation
Legibility
Fitts' Law
24. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Alignment
Consistency
Affordance
Structural Forms
25. 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.
Pygmalion Effect
Closure
Serial Position Effects
Visibility
26. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Progressive Disclosure
Expectation Effect
Life Cycle
Hierarchy
27. The process of using spatial and environmental information to navigate to a destination.
Scaling Fallacy
Feedback Loop
Wayfinding
Three- Dimensional Projection
28. A ratio within the elements of a form - such as height to width - approximating 0.618.
Redundancy
Golden Ratio
Wayfinding
Maslow's Hierarchy of Needs
29. A technique for bringing attention to an area of text or image.
Confirmation
Highlighting
Hick's Law
Immersion
30. An attribute of an object that allows people to intuitively know how to use it
Mnemonic Device
Mental Model
Prototyping
Affordance
31. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Visibility
Scaling Fallacy
Closure
Cognitive Dissonance
32. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Structural Forms
Mnemonic Device
Good Continuation
33. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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34. 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.)
Rule of Thirds
Forgiveness
Expectation Effect
Halo Effect
35. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Alignment
Errors
Threat detection
Entry Point
36. A method of limiting the actions that can be performed on a system.
Control
Constraint
Normal Distribution
Errors
37. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Scaling Fallacy
Performance vs. Preference
Hierarchy
38. A process of repeating a set of operation until a specific result is achieved.
Iteration
Accessibility
Hick's Law
Weakest Link
39. People understand and interact with systems and environments based on mental representations developed from experience.
Storytelling
Mnemonic Device
Cost-Benefit
Mental Model
40. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Development Cycle
Performance Load
Shaping
Top- Down Lighting Bias
41. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Readability
Affordance
Hierarchy
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Maslow's Hierarchy of Needs
Constraint
Operant Conditioning
43. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Symmetry
Hierarchy
Consistency
Prototyping
44. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Weakest Link
Modularity
Chunking
Uniform Connectedness
45. 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
Consistency
Symmetry
Face- ism Ratio
46. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.
Confirmation
Figure-Ground Relationship
Visibility
Savanna Preference
47. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Readability
Immersion
Constancy
Closure
48. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Demand Characteristics
Attractiveness Bias
Iteration
49. Elements that are similar are perceived to be more related than elements that are dissimilar.
Visibility
Storytelling
Threat detection
Similarity
50. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Halo Effect
Exposure Effect
Defensible Space
Weakest Link