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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 tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Alignment
Entry Point
Constancy
Orientation Sensitivity
2. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Serial Position Effects
Flexibility-Usability Tradeoff
Iteration
3. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Wayfinding
Storytelling
Picture Superiority Effect
Life Cycle
4. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Orientation Sensitivity
Maslow's Hierarchy of Needs
Alignment
5. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Attractiveness Bias
Visibility
Constancy
Operant Conditioning
6. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Visibility
Halo Effect
Hierarchy
Attractiveness Bias
7. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mental Model
Normal Distribution
Storytelling
Performance vs. Preference
8. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Cost-Benefit
Affordance
Mnemonic Device
Exposure Effect
9. The tendency for people to perform better or worse based on the expectations of another.
Highlighting
Attractiveness Bias
Pygmalion Effect
Convergence
10. Patients experience treatment effects based on their belief that a treatment will work.
Demand Characteristics
Shaping
Placebo effect
Archetype
11. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Wayfinding
Chunking
Highlighting
12. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Exposure Effect
Hierarchy of Needs (Design)
Weakest Link
13. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Five Hat Racks
Law of Pragnanz
Prototyping
Depth of Processing
14. 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
Immersion
Satisficing
Threat detection
15. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Scaling Fallacy
Picture Superiority Effect
Layering
17. Elements that are similar are perceived to be more related than elements that are dissimilar.
Inverted Pyramid
Hick's Law
Life Cycle
Similarity
18. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Comparison
Immersion
Forgiveness
Ockham's Razor
19. A ratio within the elements of a form - such as height to width - approximating 0.618.
Classical Conditioning
Figure-Ground Relationship
Immersion
Golden Ratio
20. An attribute of an object that allows people to intuitively know how to use it
Performance Load
Visibility
Affordance
Uniform Connectedness
21. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Iconic Representation
Prospect-Refuge
Golden Ratio
22. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Demand Characteristics
Figure-Ground Relationship
Operant Conditioning
Normal Distribution
23. 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.
Prospect-Refuge
Good Continuation
Golden Ratio
Savanna Preference
24. 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.)
Cost-Benefit
Performance Load
Modularity
Expectation Effect
25. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Satisficing
Mental Model
Baby-Face Bias
Progressive Disclosure
26. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Orientation Sensitivity
Alignment
Interference Effects
Demand Characteristics
27. Teachers treat students differently based on their expectations of how students will perform.
Threat detection
Von Restorff Effect
Waist to Hip Ratio
Rosenthal Effect
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Depth of Processing
Proximity
Iconic Representation
Forgiveness
29. 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.
Comparison
Good Continuation
Shaping
Cost-Benefit
30. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Performance vs. Preference
Signal- to- Noise Ratio
Confirmation
Expectation Effect
31. A method of limiting the actions that can be performed on a system.
Constraint
Uncertainty Principle
Most Average Facial Appearance Effect
Confirmation
32. The process of using spatial and environmental information to navigate to a destination.
Alignment
Wayfinding
Mapping
Errors
33. A technique for bringing attention to an area of text or image.
Confirmation
Highlighting
Face- ism Ratio
Readability
34. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Good Continuation
Most Average Facial Appearance Effect
Three- Dimensional Projection
Modularity
35. The debgree to which prose can be understood - based on the complexity of words and sentences.
Hierarchy of Needs (Design)
Maslow's Hierarchy of Needs
Readability
Fibonacci Sequence
36. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Gutenberg Diagram
Feedback Loop
Operant Conditioning
Entry Point
37. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Threat detection
Demand Characteristics
Orientation Sensitivity
Hierarchy
38. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Forgiveness
Closure
Layering
Rosenthal Effect
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Affordance
Three- Dimensional Projection
Classical Conditioning
40. The tendency for people to behave differently when they know they are being studied
Savanna Preference
Three- Dimensional Projection
Hawthorne Effect
Interference Effects
41. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Storytelling
Legibility
Framing
Maslow's Hierarchy of Needs
42. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Waist to Hip Ratio
Legibility
Convergence
43. 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
Uniform Connectedness
Three- Dimensional Projection
Depth of Processing
Common Fate
44. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Proximity
Progressive Disclosure
Self- similarity
45. A tendency to see objects and patterns as 3D when certain visual cues are present.
Weakest Link
Von Restorff Effect
Scaling Fallacy
Three- Dimensional Projection
46. An action or ommission of action yielding an unintended result.
Control
Operant Conditioning
Form Follows Function
Errors
47. 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.
Interference Effects
Redundancy
Proximity
Mental Model
48. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Signal- to- Noise Ratio
Operant Conditioning
Accessibility
49. A process of repeating a set of operation until a specific result is achieved.
Rule of Thirds
Iteration
Visibility
Maslow's Hierarchy of Needs
50. Memory for recognizing things is better than memory for recalling things.
Von Restorff Effect
Affordance
Recognition over recall
Constancy