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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. Patients experience treatment effects based on their belief that a treatment will work.
Rosenthal Effect
Normal Distribution
Readability
Placebo effect
2. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Satisficing
Self- similarity
Constraint
Gutenberg Diagram
3. The process of using spatial and environmental information to navigate to a destination.
Exposure Effect
Progressive Disclosure
Attractiveness Bias
Wayfinding
4. 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.
Threat detection
Good Continuation
Waist to Hip Ratio
Serial Position Effects
5. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Visibility
Orientation Sensitivity
Life Cycle
Archetype
6. Elements that are close together are percieved to be more related than elements that are farther apart.
Hick's Law
Recognition over recall
Proximity
Normal Distribution
7. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Common Fate
Classical Conditioning
Depth of Processing
Wayfinding
8. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Performance Load
Depth of Processing
Iteration
Defensible Space
9. 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.
Immersion
Feedback Loop
Performance Load
Defensible Space
10. 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.
Hierarchy of Needs (Design)
Baby-Face Bias
Face- ism Ratio
Form Follows Function
11. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Gutenberg Diagram
Layering
Von Restorff Effect
Attractiveness Bias
12. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Picture Superiority Effect
Recognition over recall
Signal- to- Noise Ratio
13. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Comparison
Life Cycle
Von Restorff Effect
14. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Iconic Representation
Legibility
Five Hat Racks
Wayfinding
15. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Maslow's Hierarchy of Needs
Hick's Law
Golden Ratio
16. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Modularity
Proximity
Control
Scaling Fallacy
17. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Affordance
Exposure Effect
Performance vs. Preference
Depth of Processing
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Three- Dimensional Projection
Proximity
Fibonacci Sequence
19. 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
Progressive Disclosure
Hawthorne Effect
Common Fate
Scaling Fallacy
20. A sequence of numbers in which each number is the sum of the preceding two.
Factor of Safety
Readability
Satisficing
Fibonacci Sequence
21. A property in which a form is made up of parts similar to the whole or to one another.
Mimicry
Self- similarity
Most Average Facial Appearance Effect
Redundancy
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.
Closure
Shaping
Savanna Preference
Hick's Law
23. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Satisficing
Mental Model
Cognitive Dissonance
24. 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?)
Cost-Benefit
Attractiveness Bias
Rule of Thirds
Closure
25. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Figure-Ground Relationship
Legibility
Interference Effects
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Feedback Loop
Mnemonic Device
Hick's Law
Factor of Safety
27. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Pygmalion Effect
Interference Effects
Threat detection
28. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mental Model
Iconic Representation
Convergence
Constancy
29. 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.
Affordance
Waist to Hip Ratio
Attractiveness Bias
Hick's Law
30. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Proximity
Accessibility
Law of Pragnanz
Consistency
31. A property of visual equivalence among elements in a form.
Interference Effects
Symmetry
Pygmalion Effect
Good Continuation
32. The usability of a system is improved when similar parts are expressed in similar ways.
Flexibility-Usability Tradeoff
Development Cycle
Consistency
Iteration
33. Pictures are remembered better than words.
Redundancy
Picture Superiority Effect
Archetype
Progressive Disclosure
34. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Accessibility
Progressive Disclosure
Redundancy
Face- ism Ratio
35. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Hick's Law
Wayfinding
80/20 Rule
36. The use of pictorial images to improve the recognition and recall of signs and controls.
Performance vs. Preference
Iconic Representation
Fibonacci Sequence
Development Cycle
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Archetype
Weakest Link
Cost-Benefit
Development Cycle
38. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Gutenberg Diagram
Five Hat Racks
Alignment
Fitts' Law
39. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Three- Dimensional Projection
Top- Down Lighting Bias
Proximity
80/20 Rule
40. A method of limiting the actions that can be performed on a system.
Constraint
Uniform Connectedness
Cognitive Dissonance
Rule of Thirds
41. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Exposure Effect
Mapping
Structural Forms
Layering
42. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Closure
Errors
Feedback Loop
43. A technique that influences decision making and judgement by manipulating the way information is presented.
Attractiveness Bias
Framing
Alignment
Hawthorne Effect
44. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Mnemonic Device
Three- Dimensional Projection
Attractiveness Bias
Factor of Safety
45. An attribute of an object that allows people to intuitively know how to use it
Affordance
Flexibility-Usability Tradeoff
Exposure Effect
Hierarchy of Needs (Design)
46. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Five Hat Racks
Threat detection
Closure
Waist to Hip Ratio
47. The tendency for people to behave differently when they know they are being studied
Iteration
Placebo effect
Hawthorne Effect
Halo Effect
48. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Mnemonic Device
Attractiveness Bias
Life Cycle
Shaping
49. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Feedback Loop
Demand Characteristics
Comparison
Most Average Facial Appearance Effect
50. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Face- ism Ratio
Performance Load
Five Hat Racks
Rule of Thirds