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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. The usability of a system is improved when its status and methods of use are clearly visible.
Uncertainty Principle
Ockham's Razor
Visibility
80/20 Rule
2. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Savanna Preference
Law of Pragnanz
Exposure Effect
Classical Conditioning
3. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Signal- to- Noise Ratio
Shaping
Framing
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)
Closure
Face- ism Ratio
Five Hat Racks
Top- Down Lighting Bias
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Redundancy
Comparison
Von Restorff Effect
Form Follows Function
6. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Law of Pragnanz
Figure-Ground Relationship
Baby-Face Bias
Confirmation
7. A technique that influences decision making and judgement by manipulating the way information is presented.
Accessibility
Framing
Iteration
Threat detection
8. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Highlighting
80/20 Rule
Form Follows Function
Cognitive Dissonance
9. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Wayfinding
Performance vs. Preference
Satisficing
Savanna Preference
10. The tendency for people to perform better or worse based on the expectations of another.
Mental Model
Uncertainty Principle
Feedback Loop
Pygmalion Effect
11. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Von Restorff Effect
Factor of Safety
Attractiveness Bias
Orientation Sensitivity
12. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Placebo effect
Confirmation
Storytelling
Rosenthal Effect
13. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
Redundancy
Shaping
Picture Superiority Effect
Legibility
14. Elements that are close together are percieved to be more related than elements that are farther apart.
Recognition over recall
Interference Effects
Proximity
Law of Pragnanz
15. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Closure
Face- ism Ratio
Chunking
Operant Conditioning
16. The quality of system output is dependent on the quality of system input.
Five Hat Racks
Threat detection
Waist to Hip Ratio
Garbage In - Garbage Out
17. 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.
Structural Forms
Five Hat Racks
Golden Ratio
Good Continuation
18. 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.)
Three- Dimensional Projection
Life Cycle
Constraint
Expectation Effect
19. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Threat detection
Baby-Face Bias
Five Hat Racks
20. The process of using spatial and environmental information to navigate to a destination.
Legibility
Wayfinding
Mental Model
Serial Position Effects
21. 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.
Waist to Hip Ratio
Hawthorne Effect
Proximity
Wayfinding
22. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Storytelling
Picture Superiority Effect
Control
Prospect-Refuge
23. Memory for recognizing things is better than memory for recalling things.
Immersion
Forgiveness
Modularity
Recognition over recall
24. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Errors
Gutenberg Diagram
Control
Mimicry
25. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Hierarchy of Needs (Design)
Comparison
Mnemonic Device
26. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Proximity
Hick's Law
Prospect-Refuge
Baby-Face Bias
27. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Operant Conditioning
Von Restorff Effect
Uncertainty Principle
Control
28. An action or ommission of action yielding an unintended result.
Interference Effects
Errors
Prospect-Refuge
Similarity
29. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Redundancy
Uniform Connectedness
Archetype
Storytelling
30. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Common Fate
Hierarchy
Interference Effects
Face- ism Ratio
31. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Constancy
Wayfinding
Five Hat Racks
Mnemonic Device
32. Given a choice between functionally equivalent designs - the simplest design should be selected.
33. The time required to move to a target is a function of the target size and distance to the target.
34. An attribute of an object that allows people to intuitively know how to use it
Affordance
Defensible Space
Weakest Link
Chunking
35. Pictures are remembered better than words.
Picture Superiority Effect
Mental Model
Immersion
Gutenberg Diagram
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Attractiveness Bias
Modularity
Most Average Facial Appearance Effect
37. The debgree to which prose can be understood - based on the complexity of words and sentences.
Iconic Representation
Immersion
Constancy
Readability
38. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Structural Forms
Depth of Processing
Satisficing
39. 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)
Normal Distribution
Scaling Fallacy
Maslow's Hierarchy of Needs
Mnemonic Device
40. People understand and interact with systems and environments based on mental representations developed from experience.
Figure-Ground Relationship
Performance vs. Preference
Gutenberg Diagram
Mental Model
41. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Symmetry
Interference Effects
Demand Characteristics
Expectation Effect
42. 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.
Similarity
Readability
Serial Position Effects
Feedback Loop
43. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Confirmation
Alignment
Affordance
Hierarchy
44. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Weakest Link
Affordance
Defensible Space
Confirmation
45. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Self- similarity
Fibonacci Sequence
Rule of Thirds
46. 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.
Feedback Loop
Hawthorne Effect
Maslow's Hierarchy of Needs
Top- Down Lighting Bias
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Layering
Mimicry
Von Restorff Effect
Performance Load
48. The tendency for people to behave differently when they know they are being studied
Iteration
Hawthorne Effect
Top- Down Lighting Bias
Chunking
49. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Confirmation
Cost-Benefit
Progressive Disclosure
Expectation Effect
50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Symmetry
Shaping
Highlighting
Halo Effect