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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 tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Constraint
Garbage In - Garbage Out
Immersion
2. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fibonacci Sequence
Control
Top- Down Lighting Bias
Operant Conditioning
3. The tendency for people to behave differently when they know they are being studied
Halo Effect
Pygmalion Effect
Hawthorne Effect
Expectation Effect
4. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Development Cycle
Constancy
Figure-Ground Relationship
Weakest Link
5. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Life Cycle
Ockham's Razor
Self- similarity
Depth of Processing
6. Elements that are close together are percieved to be more related than elements that are farther apart.
Archetype
Readability
Flexibility-Usability Tradeoff
Proximity
7. 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.
Weakest Link
Serial Position Effects
Placebo effect
Readability
8. The relative ease with which a destination - idea - or concept may be reached.
Development Cycle
Accessibility
Expectation Effect
Hierarchy of Needs (Design)
9. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Five Hat Racks
Iteration
Attractiveness Bias
Top- Down Lighting Bias
10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Performance vs. Preference
Archetype
Accessibility
Cognitive Dissonance
11. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Expectation Effect
Mnemonic Device
Figure-Ground Relationship
12. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Garbage In - Garbage Out
Iteration
Comparison
13. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Proximity
Alignment
Feedback Loop
Closure
14. 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
Von Restorff Effect
Factor of Safety
Mapping
Common Fate
15. An action or ommission of action yielding an unintended result.
Errors
Golden Ratio
Iconic Representation
Placebo effect
16. 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
Halo Effect
Mapping
Expectation Effect
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Good Continuation
Mnemonic Device
Scaling Fallacy
Development Cycle
18. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Hawthorne Effect
80/20 Rule
Signal- to- Noise Ratio
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Chunking
Iteration
Immersion
Exposure Effect
20. The time required to move to a target is a function of the target size and distance to the target.
21. A process in which similar characteristics evolve independently in multiple systems.
Control
Flexibility-Usability Tradeoff
Convergence
Recognition over recall
22. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Layering
Hick's Law
Alignment
Normal Distribution
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Closure
Shaping
Baby-Face Bias
Inverted Pyramid
24. 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.
Chunking
Mapping
Flexibility-Usability Tradeoff
Shaping
25. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Von Restorff Effect
Demand Characteristics
Shaping
Factor of Safety
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Symmetry
Hawthorne Effect
Prototyping
Entry Point
27. Elements that are similar are perceived to be more related than elements that are dissimilar.
Most Average Facial Appearance Effect
Similarity
Chunking
Pygmalion Effect
28. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Alignment
Law of Pragnanz
Storytelling
Interference Effects
29. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Cost-Benefit
Form Follows Function
Orientation Sensitivity
Wayfinding
30. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Development Cycle
Affordance
Signal- to- Noise Ratio
31. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Defensible Space
Chunking
80/20 Rule
Halo Effect
32. The quality of system output is dependent on the quality of system input.
Mnemonic Device
Garbage In - Garbage Out
Archetype
Savanna Preference
33. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Prospect-Refuge
Common Fate
Feedback Loop
Confirmation
34. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Placebo effect
Progressive Disclosure
Good Continuation
Wayfinding
35. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Rosenthal Effect
Normal Distribution
Gutenberg Diagram
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Rosenthal Effect
Control
Confirmation
Satisficing
37. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Layering
Uncertainty Principle
Redundancy
Three- Dimensional Projection
38. The use of pictorial images to improve the recognition and recall of signs and controls.
Ockham's Razor
Iconic Representation
Law of Pragnanz
Wayfinding
39. 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
Scaling Fallacy
Defensible Space
Progressive Disclosure
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Cost-Benefit
Defensible Space
Mnemonic Device
41. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Depth of Processing
Highlighting
Mapping
42. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Proximity
Law of Pragnanz
Uniform Connectedness
Layering
43. 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)
Affordance
Scaling Fallacy
Defensible Space
Hierarchy of Needs (Design)
44. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Storytelling
Constancy
Figure-Ground Relationship
Iconic Representation
45. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Weakest Link
Classical Conditioning
Form Follows Function
46. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Rule of Thirds
Exposure Effect
Signal- to- Noise Ratio
Wayfinding
47. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Comparison
Hawthorne Effect
Top- Down Lighting Bias
Legibility
48. An original model on which something is patterned
Archetype
Visibility
Ockham's Razor
Mimicry
49. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Savanna Preference
Form Follows Function
Most Average Facial Appearance Effect
50. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Closure
Law of Pragnanz
Life Cycle
Affordance