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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 for bringing attention to an area of text or image.
Attractiveness Bias
Orientation Sensitivity
Highlighting
Von Restorff Effect
2. An attribute of an object that allows people to intuitively know how to use it
Convergence
Structural Forms
Confirmation
Affordance
3. The tendency for people to perform better or worse based on the expectations of another.
Waist to Hip Ratio
Pygmalion Effect
Placebo effect
Mimicry
4. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Cost-Benefit
Baby-Face Bias
Threat detection
Convergence
5. A ratio within the elements of a form - such as height to width - approximating 0.618.
Hierarchy
Fitts' Law
Golden Ratio
Readability
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Archetype
Constancy
Development Cycle
Shaping
7. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Five Hat Racks
Attractiveness Bias
Von Restorff Effect
8. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Figure-Ground Relationship
Layering
Good Continuation
9. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Highlighting
Chunking
Golden Ratio
10. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Mimicry
Closure
Cognitive Dissonance
Defensible Space
11. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Cognitive Dissonance
Baby-Face Bias
Good Continuation
12. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Figure-Ground Relationship
Satisficing
Self- similarity
Wayfinding
13. Memory for recognizing things is better than memory for recalling things.
Uniform Connectedness
Recognition over recall
Similarity
Confirmation
14. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Forgiveness
Demand Characteristics
Similarity
Constancy
15. Elements that are close together are percieved to be more related than elements that are farther apart.
Shaping
Orientation Sensitivity
Affordance
Proximity
16. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Layering
Legibility
Fibonacci Sequence
Hawthorne Effect
17. As the flexiblity of a system increases - its usability decreases.
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Performance vs. Preference
Face- ism Ratio
18. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Symmetry
Fibonacci Sequence
Shaping
Exposure Effect
19. The time it takes to make a decision increases as the number of alternatives increases.
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20. The use of pictorial images to improve the recognition and recall of signs and controls.
Picture Superiority Effect
Pygmalion Effect
Iconic Representation
Prototyping
21. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Signal- to- Noise Ratio
Von Restorff Effect
Readability
Life Cycle
22. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Three- Dimensional Projection
Weakest Link
Orientation Sensitivity
Expectation Effect
23. Given a choice between functionally equivalent designs - the simplest design should be selected.
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24. The process of using spatial and environmental information to navigate to a destination.
Proximity
Wayfinding
Framing
Errors
25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Maslow's Hierarchy of Needs
Attractiveness Bias
80/20 Rule
Structural Forms
26. 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
Control
Entry Point
Common Fate
Three- Dimensional Projection
27. 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.
Five Hat Racks
Classical Conditioning
Feedback Loop
Mental Model
28. Pictures are remembered better than words.
Von Restorff Effect
Archetype
Picture Superiority Effect
Expectation Effect
29. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Accessibility
Pygmalion Effect
Comparison
Consistency
30. 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?)
Rule of Thirds
Life Cycle
Comparison
Cost-Benefit
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Convergence
Top- Down Lighting Bias
Entry Point
Performance Load
32. Teachers treat students differently based on their expectations of how students will perform.
Classical Conditioning
Top- Down Lighting Bias
Storytelling
Rosenthal Effect
33. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Normal Distribution
Recognition over recall
Progressive Disclosure
Feedback Loop
34. Elements that are similar are perceived to be more related than elements that are dissimilar.
Errors
Similarity
Flexibility-Usability Tradeoff
Affordance
35. The debgree to which prose can be understood - based on the complexity of words and sentences.
Signal- to- Noise Ratio
Hierarchy of Needs (Design)
Consistency
Readability
36. An original model on which something is patterned
Archetype
Mimicry
Prototyping
Legibility
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Prototyping
Weakest Link
Progressive Disclosure
Chunking
38. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Mimicry
Figure-Ground Relationship
Entry Point
Baby-Face Bias
39. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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40. A process in which similar characteristics evolve independently in multiple systems.
Hawthorne Effect
Hierarchy
Convergence
Structural Forms
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Gutenberg Diagram
Halo Effect
Prospect-Refuge
Consistency
42. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Affordance
Satisficing
Mnemonic Device
43. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Fibonacci Sequence
Readability
Storytelling
Layering
44. 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.
Golden Ratio
Fitts' Law
Good Continuation
Baby-Face Bias
45. A method of limiting the actions that can be performed on a system.
Constraint
Visibility
Similarity
Fitts' Law
46. 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)
Development Cycle
Scaling Fallacy
Hierarchy of Needs (Design)
Most Average Facial Appearance Effect
47. An action or ommission of action yielding an unintended result.
Mapping
Errors
Normal Distribution
Mimicry
48. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Inverted Pyramid
Von Restorff Effect
Control
49. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Rule of Thirds
Uncertainty Principle
Performance vs. Preference
50. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Hawthorne Effect
Iconic Representation
Performance vs. Preference
Prototyping