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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 sequence of numbers in which each number is the sum of the preceding two.
Closure
Fibonacci Sequence
Layering
Defensible Space
2. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Legibility
Prototyping
Performance Load
3. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Weakest Link
Iconic Representation
Uncertainty Principle
4. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Expectation Effect
Face- ism Ratio
Prospect-Refuge
Affordance
5. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Accessibility
Weakest Link
Constraint
Modularity
6. People understand and interact with systems and environments based on mental representations developed from experience.
Proximity
Mental Model
Savanna Preference
Maslow's Hierarchy of Needs
7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Top- Down Lighting Bias
Three- Dimensional Projection
Closure
8. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Storytelling
Mental Model
Layering
9. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Signal- to- Noise Ratio
Development Cycle
Von Restorff Effect
Scaling Fallacy
10. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Control
Prospect-Refuge
Picture Superiority Effect
11. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Cognitive Dissonance
Mapping
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
12. 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.
Maslow's Hierarchy of Needs
Figure-Ground Relationship
Chunking
Most Average Facial Appearance Effect
13. The usability of a system is improved when similar parts are expressed in similar ways.
Shaping
Consistency
Figure-Ground Relationship
Entry Point
14. 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.)
Expectation Effect
Satisficing
Fitts' Law
Savanna Preference
15. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Classical Conditioning
Progressive Disclosure
Demand Characteristics
Visibility
16. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Archetype
Performance Load
Pygmalion Effect
Iconic Representation
17. The debgree to which prose can be understood - based on the complexity of words and sentences.
Entry Point
Readability
Von Restorff Effect
Symmetry
18. 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
Highlighting
Chunking
Wayfinding
19. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Maslow's Hierarchy of Needs
Threat detection
Constancy
Five Hat Racks
20. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Placebo effect
Operant Conditioning
Attractiveness Bias
21. 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?)
Archetype
Von Restorff Effect
Cost-Benefit
Immersion
22. 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.
Iteration
Savanna Preference
Ockham's Razor
Alignment
23. A property of visual equivalence among elements in a form.
Symmetry
Demand Characteristics
Garbage In - Garbage Out
Top- Down Lighting Bias
24. Teachers treat students differently based on their expectations of how students will perform.
Savanna Preference
Demand Characteristics
Mnemonic Device
Rosenthal Effect
25. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Top- Down Lighting Bias
Baby-Face Bias
Form Follows Function
Common Fate
26. A tendency to see objects and patterns as 3D when certain visual cues are present.
Affordance
Form Follows Function
Weakest Link
Three- Dimensional Projection
27. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Halo Effect
Alignment
Errors
Most Average Facial Appearance Effect
28. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Mapping
Affordance
Progressive Disclosure
29. An action or ommission of action yielding an unintended result.
Flexibility-Usability Tradeoff
Errors
Factor of Safety
Hierarchy of Needs (Design)
30. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Baby-Face Bias
Three- Dimensional Projection
Figure-Ground Relationship
31. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Classical Conditioning
Shaping
Three- Dimensional Projection
Mnemonic Device
32. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Highlighting
Cognitive Dissonance
Uniform Connectedness
Readability
33. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Constancy
Closure
Signal- to- Noise Ratio
Normal Distribution
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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35. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy of Needs (Design)
80/20 Rule
Five Hat Racks
Rule of Thirds
36. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Hierarchy of Needs (Design)
Control
Halo Effect
37. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Uncertainty Principle
Satisficing
Hawthorne Effect
Orientation Sensitivity
38. As the flexiblity of a system increases - its usability decreases.
Progressive Disclosure
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
Layering
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.
Framing
Accessibility
Good Continuation
Immersion
40. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Uniform Connectedness
Gutenberg Diagram
Errors
Recognition over recall
41. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Similarity
Signal- to- Noise Ratio
Maslow's Hierarchy of Needs
42. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Signal- to- Noise Ratio
Halo Effect
Inverted Pyramid
Face- ism Ratio
43. A process of repeating a set of operation until a specific result is achieved.
Top- Down Lighting Bias
Iteration
Structural Forms
Mapping
44. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Defensible Space
Threat detection
Orientation Sensitivity
Immersion
45. An attribute of an object that allows people to intuitively know how to use it
Affordance
Iteration
Closure
Face- ism Ratio
46. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Most Average Facial Appearance Effect
Similarity
Attractiveness Bias
Rule of Thirds
47. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Factor of Safety
Uncertainty Principle
Constraint
Waist to Hip Ratio
48. 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.
Flexibility-Usability Tradeoff
Uniform Connectedness
Fitts' Law
Feedback Loop
49. 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
Face- ism Ratio
Immersion
Uniform Connectedness
50. A process in which similar characteristics evolve independently in multiple systems.
Archetype
Hawthorne Effect
Convergence
Mapping