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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 point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Flexibility-Usability Tradeoff
Proximity
Von Restorff Effect
Entry Point
2. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Waist to Hip Ratio
Golden Ratio
Expectation Effect
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Chunking
Alignment
Three- Dimensional Projection
Mnemonic Device
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fitts' Law
Control
Hawthorne Effect
Golden Ratio
5. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Top- Down Lighting Bias
Orientation Sensitivity
Visibility
Expectation Effect
6. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Alignment
Exposure Effect
Good Continuation
Uncertainty Principle
7. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Progressive Disclosure
Readability
Law of Pragnanz
Threat detection
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Placebo effect
Most Average Facial Appearance Effect
Demand Characteristics
Expectation Effect
9. An action or ommission of action yielding an unintended result.
Weakest Link
Halo Effect
Errors
Defensible Space
10. 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
Rule of Thirds
Entry Point
Most Average Facial Appearance Effect
Common Fate
11. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Comparison
Three- Dimensional Projection
Weakest Link
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Recognition over recall
Orientation Sensitivity
Consistency
Defensible Space
13. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Iteration
Mapping
Cost-Benefit
14. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Law of Pragnanz
Modularity
Face- ism Ratio
Maslow's Hierarchy of Needs
15. A tendency to see objects and patterns as 3D when certain visual cues are present.
Alignment
Three- Dimensional Projection
Constraint
Proximity
16. The use of pictorial images to improve the recognition and recall of signs and controls.
Five Hat Racks
Gutenberg Diagram
Iconic Representation
Development Cycle
17. A property in which a form is made up of parts similar to the whole or to one another.
Ockham's Razor
Defensible Space
Self- similarity
Modularity
18. Patients experience treatment effects based on their belief that a treatment will work.
Progressive Disclosure
Proximity
Golden Ratio
Placebo effect
19. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Law of Pragnanz
Common Fate
Layering
20. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Progressive Disclosure
Attractiveness Bias
Von Restorff Effect
Figure-Ground Relationship
21. A sequence of numbers in which each number is the sum of the preceding two.
Ockham's Razor
Shaping
Fibonacci Sequence
Visibility
22. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Errors
Von Restorff Effect
Uniform Connectedness
Prospect-Refuge
23. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Law of Pragnanz
Immersion
Waist to Hip Ratio
Prototyping
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Modularity
Interference Effects
Scaling Fallacy
Constraint
25. 80% of the effects generated by any large system are caused by 20% of the variables.
Baby-Face Bias
80/20 Rule
Symmetry
Fibonacci Sequence
26. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hierarchy
Signal- to- Noise Ratio
Weakest Link
Performance vs. Preference
27. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Inverted Pyramid
Ockham's Razor
Classical Conditioning
Chunking
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Affordance
Similarity
Shaping
Life Cycle
29. People understand and interact with systems and environments based on mental representations developed from experience.
Constancy
Law of Pragnanz
Mental Model
Redundancy
30. An attribute of an object that allows people to intuitively know how to use it
Golden Ratio
Threat detection
Affordance
Progressive Disclosure
31. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Symmetry
Baby-Face Bias
Constraint
32. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Life Cycle
Highlighting
Hierarchy of Needs (Design)
Constancy
33. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Depth of Processing
Convergence
Savanna Preference
Performance Load
34. A process of repeating a set of operation until a specific result is achieved.
Closure
Defensible Space
Iteration
Baby-Face Bias
35. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Performance Load
Shaping
Golden Ratio
Structural Forms
36. An original model on which something is patterned
Archetype
Readability
Storytelling
Similarity
37. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Attractiveness Bias
Factor of Safety
Classical Conditioning
Cognitive Dissonance
38. 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.)
Hawthorne Effect
Expectation Effect
Visibility
Garbage In - Garbage Out
39. A ratio within the elements of a form - such as height to width - approximating 0.618.
Weakest Link
Classical Conditioning
Pygmalion Effect
Golden Ratio
40. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Wayfinding
Iconic Representation
Common Fate
Satisficing
41. 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
Affordance
Mapping
Feedback Loop
42. The usability of a system is improved when its status and methods of use are clearly visible.
Forgiveness
Visibility
Progressive Disclosure
Figure-Ground Relationship
43. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hierarchy of Needs (Design)
Prospect-Refuge
Similarity
Constancy
44. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Self- similarity
Prospect-Refuge
Hick's Law
45. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Mental Model
Layering
Five Hat Racks
Inverted Pyramid
46. The usability of a system is improved when similar parts are expressed in similar ways.
Fitts' Law
Exposure Effect
Consistency
Hierarchy
47. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Ockham's Razor
Von Restorff Effect
Expectation Effect
48. The time required to move to a target is a function of the target size and distance to the target.
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49. 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.
Chunking
Proximity
Weakest Link
Accessibility
50. A process in which similar characteristics evolve independently in multiple systems.
Hierarchy of Needs (Design)
Convergence
Affordance
Life Cycle