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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 method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Demand Characteristics
Maslow's Hierarchy of Needs
Comparison
Forgiveness
2. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Placebo effect
Depth of Processing
Immersion
Visibility
3. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Attractiveness Bias
Normal Distribution
Uncertainty Principle
Hierarchy of Needs (Design)
4. As the flexiblity of a system increases - its usability decreases.
Proximity
Life Cycle
Mimicry
Flexibility-Usability Tradeoff
5. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Framing
Top- Down Lighting Bias
Hierarchy of Needs (Design)
Hick's Law
6. An attribute of an object that allows people to intuitively know how to use it
Life Cycle
Forgiveness
Errors
Affordance
7. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Gutenberg Diagram
Defensible Space
Flexibility-Usability Tradeoff
Symmetry
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Closure
Demand Characteristics
Fibonacci Sequence
Classical Conditioning
9. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Prospect-Refuge
80/20 Rule
Control
10. A property in which a form is made up of parts similar to the whole or to one another.
Forgiveness
Self- similarity
Picture Superiority Effect
Mapping
11. The usability of a system is improved when similar parts are expressed in similar ways.
Garbage In - Garbage Out
Consistency
Fitts' Law
Performance vs. Preference
12. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Orientation Sensitivity
Prospect-Refuge
Progressive Disclosure
Pygmalion Effect
13. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Similarity
Closure
Figure-Ground Relationship
Uniform Connectedness
14. 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.
Forgiveness
Placebo effect
Good Continuation
Picture Superiority Effect
15. A process of repeating a set of operation until a specific result is achieved.
Entry Point
Performance Load
Layering
Iteration
16. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Alignment
Gutenberg Diagram
Most Average Facial Appearance Effect
Accessibility
17. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Depth of Processing
Performance Load
Storytelling
18. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Fitts' Law
Weakest Link
Readability
Layering
19. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Modularity
Signal- to- Noise Ratio
Fitts' Law
Five Hat Racks
20. Memory for recognizing things is better than memory for recalling things.
80/20 Rule
Depth of Processing
Convergence
Recognition over recall
21. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
80/20 Rule
Feedback Loop
Depth of Processing
Redundancy
22. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Storytelling
Uniform Connectedness
Similarity
Figure-Ground Relationship
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Development Cycle
Confirmation
Demand Characteristics
Orientation Sensitivity
24. 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.
Entry Point
Orientation Sensitivity
Redundancy
Waist to Hip Ratio
25. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Rule of Thirds
Control
Comparison
26. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.
Consistency
Hierarchy of Needs (Design)
Threat detection
Flexibility-Usability Tradeoff
27. 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.)
Scaling Fallacy
Three- Dimensional Projection
Signal- to- Noise Ratio
Expectation Effect
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Immersion
Serial Position Effects
Interference Effects
Alignment
29. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Performance vs. Preference
Feedback Loop
Framing
Prospect-Refuge
30. 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.
Mapping
Hawthorne Effect
Top- Down Lighting Bias
Cognitive Dissonance
31. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Face- ism Ratio
Readability
Law of Pragnanz
Good Continuation
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Good Continuation
Waist to Hip Ratio
Serial Position Effects
Shaping
33. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Good Continuation
Von Restorff Effect
Interference Effects
Halo Effect
34. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Prototyping
Operant Conditioning
Rosenthal Effect
Top- Down Lighting Bias
35. 80% of the effects generated by any large system are caused by 20% of the variables.
Feedback Loop
Halo Effect
Scaling Fallacy
80/20 Rule
36. 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
Iconic Representation
Cognitive Dissonance
Readability
37. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Maslow's Hierarchy of Needs
Form Follows Function
Gutenberg Diagram
38. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Progressive Disclosure
Recognition over recall
Mnemonic Device
Scaling Fallacy
39. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Figure-Ground Relationship
Hierarchy
Hawthorne Effect
Golden Ratio
40. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Convergence
Picture Superiority Effect
Development Cycle
Mimicry
41. The use of pictorial images to improve the recognition and recall of signs and controls.
Similarity
Serial Position Effects
Iconic Representation
Feedback Loop
42. The time required to move to a target is a function of the target size and distance to the target.
43. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
44. An action or ommission of action yielding an unintended result.
Constancy
Errors
Visibility
Wayfinding
45. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Factor of Safety
Progressive Disclosure
Chunking
46. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Hick's Law
Chunking
Progressive Disclosure
Development Cycle
47. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Prototyping
Recognition over recall
Normal Distribution
Storytelling
48. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Pygmalion Effect
Performance vs. Preference
Development Cycle
Attractiveness Bias
49. The quality of system output is dependent on the quality of system input.
Forgiveness
Golden Ratio
Halo Effect
Garbage In - Garbage Out
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)
Wayfinding
Alignment
Gutenberg Diagram
Scaling Fallacy