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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 modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Prospect-Refuge
Signal- to- Noise Ratio
Scaling Fallacy
Operant Conditioning
2. The tendency for people to behave differently when they know they are being studied
Top- Down Lighting Bias
Constraint
Hierarchy of Needs (Design)
Hawthorne Effect
3. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Redundancy
Entry Point
Serial Position Effects
Maslow's Hierarchy of Needs
4. A property of visual equivalence among elements in a form.
Expectation Effect
Shaping
Immersion
Symmetry
5. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Figure-Ground Relationship
Cognitive Dissonance
Prospect-Refuge
Gutenberg Diagram
6. The use of pictorial images to improve the recognition and recall of signs and controls.
Hick's Law
Waist to Hip Ratio
Iconic Representation
Defensible Space
7. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Placebo effect
Factor of Safety
Hick's Law
Highlighting
8. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Storytelling
Archetype
Cognitive Dissonance
9. A technique for bringing attention to an area of text or image.
Prototyping
Mimicry
Baby-Face Bias
Highlighting
10. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Modularity
Face- ism Ratio
Constancy
11. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Control
Uniform Connectedness
Cost-Benefit
Fitts' Law
12. An attribute of an object that allows people to intuitively know how to use it
Accessibility
Law of Pragnanz
Affordance
Interference Effects
13. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Pygmalion Effect
Cognitive Dissonance
Hierarchy
Recognition over recall
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
Pygmalion Effect
Entry Point
Readability
Common Fate
15. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Storytelling
Immersion
Top- Down Lighting Bias
Placebo effect
16. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Layering
Law of Pragnanz
Gutenberg Diagram
Defensible Space
17. 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?)
Iconic Representation
Cost-Benefit
Orientation Sensitivity
Consistency
18. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Baby-Face Bias
Defensible Space
Attractiveness Bias
Iconic Representation
19. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Three- Dimensional Projection
Prospect-Refuge
Alignment
20. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Accessibility
Constancy
Satisficing
Highlighting
21. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Top- Down Lighting Bias
Exposure Effect
Prototyping
Wayfinding
22. 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.
Similarity
Confirmation
Feedback Loop
Archetype
23. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Prototyping
Framing
Halo Effect
24. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Serial Position Effects
Common Fate
Rosenthal Effect
25. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Control
Satisficing
Orientation Sensitivity
Storytelling
26. 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
Baby-Face Bias
Consistency
Archetype
27. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Life Cycle
Prototyping
Gutenberg Diagram
28. A method of limiting the actions that can be performed on a system.
Constraint
Gutenberg Diagram
Serial Position Effects
Savanna Preference
29. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Good Continuation
Expectation Effect
Signal- to- Noise Ratio
Visibility
30. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Cognitive Dissonance
Constancy
Progressive Disclosure
Mnemonic Device
31. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Prospect-Refuge
Weakest Link
Serial Position Effects
32. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Baby-Face Bias
Structural Forms
Forgiveness
Gutenberg Diagram
33. The tendency for people to perform better or worse based on the expectations of another.
Shaping
Prospect-Refuge
Alignment
Pygmalion Effect
34. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Waist to Hip Ratio
Confirmation
Common Fate
35. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hawthorne Effect
Face- ism Ratio
Placebo effect
Interference Effects
36. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Gutenberg Diagram
Life Cycle
Redundancy
Attractiveness Bias
37. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Comparison
Archetype
Good Continuation
Depth of Processing
38. 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.
Three- Dimensional Projection
Good Continuation
Mapping
Redundancy
39. As the flexiblity of a system increases - its usability decreases.
Baby-Face Bias
Flexibility-Usability Tradeoff
Pygmalion Effect
Iteration
40. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Confirmation
Highlighting
Hierarchy
Performance vs. Preference
41. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Chunking
Shaping
Recognition over recall
Performance Load
42. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Constraint
Consistency
Performance Load
43. Given a choice between functionally equivalent designs - the simplest design should be selected.
44. An original model on which something is patterned
Face- ism Ratio
Archetype
Mental Model
Iconic Representation
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Von Restorff Effect
Most Average Facial Appearance Effect
Development Cycle
Defensible Space
46. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Immersion
Uncertainty Principle
Progressive Disclosure
47. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Interference Effects
Shaping
Five Hat Racks
Demand Characteristics
48. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Hick's Law
Wayfinding
Storytelling
49. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Visibility
Garbage In - Garbage Out
Modularity
Inverted Pyramid
50. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Rosenthal Effect
Chunking
Form Follows Function
Confirmation