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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Savanna Preference
Expectation Effect
Classical Conditioning
2. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Most Average Facial Appearance Effect
Factor of Safety
Proximity
3. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Chunking
Uniform Connectedness
Affordance
Defensible Space
4. The quality of system output is dependent on the quality of system input.
Comparison
Garbage In - Garbage Out
Proximity
Five Hat Racks
5. 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.)
Storytelling
Expectation Effect
Alignment
Mapping
6. The process of using spatial and environmental information to navigate to a destination.
Most Average Facial Appearance Effect
Wayfinding
Performance Load
Face- ism Ratio
7. The time it takes to make a decision increases as the number of alternatives increases.
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8. 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.
Cognitive Dissonance
Rule of Thirds
Layering
Serial Position Effects
9. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Highlighting
Iteration
Chunking
Baby-Face Bias
10. A sequence of numbers in which each number is the sum of the preceding two.
Forgiveness
Fibonacci Sequence
Interference Effects
Figure-Ground Relationship
11. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Life Cycle
Mimicry
Three- Dimensional Projection
12. A technique that influences decision making and judgement by manipulating the way information is presented.
Mental Model
Visibility
Framing
Ockham's Razor
13. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Weakest Link
Threat detection
Ockham's Razor
14. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Consistency
Errors
Immersion
15. 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?)
Face- ism Ratio
Entry Point
Legibility
Cost-Benefit
16. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Convergence
Confirmation
Ockham's Razor
Legibility
17. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Scaling Fallacy
Progressive Disclosure
Alignment
Savanna Preference
18. 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.
Proximity
Self- similarity
Accessibility
Savanna Preference
19. 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.
Legibility
Waist to Hip Ratio
Rule of Thirds
Interference Effects
20. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Hierarchy
Symmetry
Placebo effect
Normal Distribution
21. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Performance Load
Progressive Disclosure
Mnemonic Device
Uniform Connectedness
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Iconic Representation
Feedback Loop
Depth of Processing
Most Average Facial Appearance Effect
23. A process in which similar characteristics evolve independently in multiple systems.
Fitts' Law
Convergence
Gutenberg Diagram
Rule of Thirds
24. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Signal- to- Noise Ratio
Visibility
Performance vs. Preference
Halo Effect
25. An original model on which something is patterned
Consistency
Inverted Pyramid
Figure-Ground Relationship
Archetype
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Most Average Facial Appearance Effect
Immersion
Operant Conditioning
Redundancy
27. 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
Entry Point
Alignment
Iteration
Common Fate
28. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Similarity
Proximity
Garbage In - Garbage Out
Hierarchy
29. Elements that are close together are percieved to be more related than elements that are farther apart.
Normal Distribution
Proximity
Depth of Processing
Iconic Representation
30. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Gutenberg Diagram
Interference Effects
Progressive Disclosure
Cognitive Dissonance
31. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Self- similarity
Control
Signal- to- Noise Ratio
Modularity
32. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Self- similarity
Modularity
Halo Effect
33. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Pygmalion Effect
Consistency
Control
Highlighting
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Forgiveness
Readability
Defensible Space
80/20 Rule
35. People understand and interact with systems and environments based on mental representations developed from experience.
Development Cycle
Mental Model
Signal- to- Noise Ratio
Feedback Loop
36. An attribute of an object that allows people to intuitively know how to use it
Expectation Effect
Affordance
Form Follows Function
Modularity
37. 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.
Rule of Thirds
Archetype
Redundancy
Three- Dimensional Projection
38. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Inverted Pyramid
Constraint
Structural Forms
Constancy
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
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40. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Interference Effects
Accessibility
Top- Down Lighting Bias
Fibonacci Sequence
41. An action or ommission of action yielding an unintended result.
Chunking
Redundancy
Confirmation
Errors
42. 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.
Top- Down Lighting Bias
Hierarchy
Good Continuation
Readability
43. The usability of a system is improved when its status and methods of use are clearly visible.
Life Cycle
Von Restorff Effect
Visibility
Alignment
44. A method of limiting the actions that can be performed on a system.
Constancy
Orientation Sensitivity
Exposure Effect
Constraint
45. The time required to move to a target is a function of the target size and distance to the target.
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46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Prototyping
Entry Point
Demand Characteristics
Von Restorff Effect
47. The usability of a system is improved when similar parts are expressed in similar ways.
Hawthorne Effect
Readability
Demand Characteristics
Consistency
48. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Chunking
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
49. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Cognitive Dissonance
Operant Conditioning
Figure-Ground Relationship
Life Cycle
50. 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)
Expectation Effect
Flexibility-Usability Tradeoff
Hierarchy of Needs (Design)
Scaling Fallacy