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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 technique used to asociate a stimulus with an unconscious physical or emotional response.
Maslow's Hierarchy of Needs
Operant Conditioning
Highlighting
Classical Conditioning
2. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Mimicry
Mental Model
Uncertainty Principle
Confirmation
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Alignment
Mnemonic Device
Picture Superiority Effect
Demand Characteristics
4. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Classical Conditioning
Golden Ratio
Satisficing
5. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Operant Conditioning
Performance Load
Prototyping
Hierarchy
6. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Von Restorff Effect
Five Hat Racks
Iconic Representation
Top- Down Lighting Bias
7. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Attractiveness Bias
Form Follows Function
Picture Superiority Effect
8. Patients experience treatment effects based on their belief that a treatment will work.
Development Cycle
Chunking
Placebo effect
Framing
9. A ratio within the elements of a form - such as height to width - approximating 0.618.
Wayfinding
Serial Position Effects
Consistency
Golden Ratio
10. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Cost-Benefit
Weakest Link
Modularity
Iconic Representation
11. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Demand Characteristics
Visibility
Legibility
Orientation Sensitivity
12. A property of visual equivalence among elements in a form.
Wayfinding
Convergence
Immersion
Symmetry
13. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Entry Point
Depth of Processing
Development Cycle
Three- Dimensional Projection
14. The usability of a system is improved when its status and methods of use are clearly visible.
Legibility
Signal- to- Noise Ratio
Visibility
Shaping
15. 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
Mnemonic Device
Mapping
Hierarchy of Needs (Design)
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Visibility
Gutenberg Diagram
Mnemonic Device
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Readability
Pygmalion Effect
Mapping
Development Cycle
18. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Flexibility-Usability Tradeoff
Performance vs. Preference
Affordance
Pygmalion Effect
19. A technique for bringing attention to an area of text or image.
Layering
Pygmalion Effect
Highlighting
Top- Down Lighting Bias
20. A sequence of numbers in which each number is the sum of the preceding two.
Structural Forms
Fibonacci Sequence
Self- similarity
Framing
21. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
22. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Good Continuation
Signal- to- Noise Ratio
Prospect-Refuge
Normal Distribution
23. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Life Cycle
Chunking
Face- ism Ratio
Maslow's Hierarchy of Needs
24. The relative ease with which a destination - idea - or concept may be reached.
Iteration
Rule of Thirds
Golden Ratio
Accessibility
25. The use of pictorial images to improve the recognition and recall of signs and controls.
Three- Dimensional Projection
Uncertainty Principle
Iconic Representation
Convergence
26. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Similarity
Picture Superiority Effect
Layering
27. 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.
Waist to Hip Ratio
Rule of Thirds
Expectation Effect
Law of Pragnanz
28. The usability of a system is improved when similar parts are expressed in similar ways.
Inverted Pyramid
Consistency
Defensible Space
80/20 Rule
29. 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.
Flexibility-Usability Tradeoff
Attractiveness Bias
Rule of Thirds
Savanna Preference
30. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Constancy
Alignment
Top- Down Lighting Bias
Entry Point
31. The time it takes to make a decision increases as the number of alternatives increases.
32. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Flexibility-Usability Tradeoff
Gutenberg Diagram
Savanna Preference
Serial Position Effects
33. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Placebo effect
Five Hat Racks
Attractiveness Bias
Archetype
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mnemonic Device
Wayfinding
80/20 Rule
Constancy
35. 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
Pygmalion Effect
Interference Effects
Accessibility
36. 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?)
Hawthorne Effect
Threat detection
Mapping
Cost-Benefit
37. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hierarchy of Needs (Design)
Common Fate
Highlighting
Forgiveness
38. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Layering
Archetype
Wayfinding
Mimicry
39. A property in which a form is made up of parts similar to the whole or to one another.
Mapping
Waist to Hip Ratio
Storytelling
Self- similarity
40. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Picture Superiority Effect
Convergence
Operant Conditioning
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Self- similarity
Operant Conditioning
Uniform Connectedness
42. 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.
Serial Position Effects
Alignment
Constancy
Threat detection
43. 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.
Fibonacci Sequence
Fitts' Law
Redundancy
Forgiveness
44. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Baby-Face Bias
Wayfinding
Demand Characteristics
Uncertainty Principle
45. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Affordance
Most Average Facial Appearance Effect
Top- Down Lighting Bias
Mapping
46. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Entry Point
Signal- to- Noise Ratio
Self- similarity
Halo Effect
47. The time required to move to a target is a function of the target size and distance to the target.
48. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Form Follows Function
Closure
Forgiveness
49. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Good Continuation
Inverted Pyramid
Golden Ratio
Entry Point
50. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Depth of Processing
Factor of Safety
Layering
Scaling Fallacy