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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 usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Recognition over recall
Uncertainty Principle
Prospect-Refuge
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Signal- to- Noise Ratio
Constraint
Rule of Thirds
Operant Conditioning
3. A property in which a form is made up of parts similar to the whole or to one another.
Cost-Benefit
Self- similarity
Hierarchy of Needs (Design)
Serial Position Effects
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Structural Forms
Development Cycle
Hawthorne Effect
Uncertainty Principle
5. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Archetype
Highlighting
Confirmation
Garbage In - Garbage Out
6. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Mimicry
Placebo effect
Depth of Processing
Confirmation
7. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Legibility
Normal Distribution
Attractiveness Bias
8. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Ockham's Razor
Face- ism Ratio
Life Cycle
Scaling Fallacy
9. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Modularity
Demand Characteristics
Savanna Preference
Feedback Loop
10. 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.
Top- Down Lighting Bias
Serial Position Effects
Von Restorff Effect
Accessibility
11. The time it takes to make a decision increases as the number of alternatives increases.
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12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Law of Pragnanz
Signal- to- Noise Ratio
Mnemonic Device
13. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Self- similarity
Inverted Pyramid
Rosenthal Effect
Rule of Thirds
14. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Operant Conditioning
Mimicry
Control
Halo Effect
15. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Entry Point
Factor of Safety
Common Fate
Accessibility
16. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Satisficing
Control
Golden Ratio
Normal Distribution
17. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Face- ism Ratio
Hierarchy
Errors
Legibility
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Storytelling
Similarity
Mimicry
Alignment
19. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Satisficing
Fibonacci Sequence
Constancy
20. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Comparison
Baby-Face Bias
Mnemonic Device
Layering
21. An action or ommission of action yielding an unintended result.
Von Restorff Effect
Signal- to- Noise Ratio
Errors
Garbage In - Garbage Out
22. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Demand Characteristics
Serial Position Effects
Comparison
Top- Down Lighting Bias
23. A sequence of numbers in which each number is the sum of the preceding two.
Depth of Processing
Fibonacci Sequence
Defensible Space
Confirmation
24. Patients experience treatment effects based on their belief that a treatment will work.
Weakest Link
Confirmation
Placebo effect
Flexibility-Usability Tradeoff
25. An attribute of an object that allows people to intuitively know how to use it
Expectation Effect
Signal- to- Noise Ratio
Affordance
Good Continuation
26. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Orientation Sensitivity
Closure
Development Cycle
Good Continuation
27. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Legibility
Halo Effect
Interference Effects
Maslow's Hierarchy of Needs
28. A technique for bringing attention to an area of text or image.
Normal Distribution
Demand Characteristics
Readability
Highlighting
29. Memory for recognizing things is better than memory for recalling things.
Cost-Benefit
Recognition over recall
Uniform Connectedness
Performance Load
30. A ratio within the elements of a form - such as height to width - approximating 0.618.
Progressive Disclosure
Form Follows Function
Golden Ratio
Errors
31. The debgree to which prose can be understood - based on the complexity of words and sentences.
Good Continuation
Readability
Satisficing
Von Restorff Effect
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Visibility
Shaping
Prototyping
Hick's Law
33. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Immersion
Hick's Law
Savanna Preference
Mnemonic Device
34. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Cognitive Dissonance
Accessibility
Self- similarity
35. The quality of system output is dependent on the quality of system input.
Depth of Processing
Garbage In - Garbage Out
Hierarchy of Needs (Design)
Symmetry
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Prospect-Refuge
Weakest Link
Ockham's Razor
Law of Pragnanz
37. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Progressive Disclosure
Normal Distribution
Weakest Link
Constancy
38. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Wayfinding
Exposure Effect
Immersion
Inverted Pyramid
39. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Highlighting
Control
Five Hat Racks
Good Continuation
40. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Mimicry
Structural Forms
Law of Pragnanz
Feedback Loop
41. A method of limiting the actions that can be performed on a system.
Uniform Connectedness
Redundancy
Constraint
Progressive Disclosure
42. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Cost-Benefit
Classical Conditioning
Von Restorff Effect
43. 80% of the effects generated by any large system are caused by 20% of the variables.
Framing
80/20 Rule
Threat detection
Baby-Face Bias
44. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Hierarchy
Uniform Connectedness
Mental Model
Iconic Representation
45. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Cost-Benefit
Accessibility
Mapping
Progressive Disclosure
46. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Normal Distribution
Signal- to- Noise Ratio
Prospect-Refuge
Performance Load
47. 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
Chunking
Iteration
Depth of Processing
Common Fate
48. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Waist to Hip Ratio
Most Average Facial Appearance Effect
Performance Load
Exposure Effect
49. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Storytelling
Cognitive Dissonance
Defensible Space
Similarity
50. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Weakest Link
Immersion
Figure-Ground Relationship
Iteration