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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. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Readability
Pygmalion Effect
Operant Conditioning
2. Memory for recognizing things is better than memory for recalling things.
Alignment
Iconic Representation
Mental Model
Recognition over recall
3. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Good Continuation
Control
Law of Pragnanz
Accessibility
4. A process of repeating a set of operation until a specific result is achieved.
Self- similarity
Scaling Fallacy
Law of Pragnanz
Iteration
5. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Good Continuation
Entry Point
Hierarchy
Chunking
6. 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
Redundancy
Cost-Benefit
Uniform Connectedness
7. A property of visual equivalence among elements in a form.
Symmetry
Shaping
Life Cycle
Common Fate
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
Satisficing
Entry Point
Consistency
9. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Scaling Fallacy
Waist to Hip Ratio
Consistency
10. 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)
Consistency
Golden Ratio
Scaling Fallacy
Inverted Pyramid
11. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Pygmalion Effect
Operant Conditioning
Factor of Safety
Constancy
12. The use of pictorial images to improve the recognition and recall of signs and controls.
Comparison
Iconic Representation
Archetype
Flexibility-Usability Tradeoff
13. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Threat detection
Figure-Ground Relationship
Five Hat Racks
Iteration
14. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Hawthorne Effect
Law of Pragnanz
Five Hat Racks
15. A technique that influences decision making and judgement by manipulating the way information is presented.
Top- Down Lighting Bias
Symmetry
Framing
Immersion
16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Von Restorff Effect
Alignment
Good Continuation
17. An action or ommission of action yielding an unintended result.
Classical Conditioning
Mapping
Law of Pragnanz
Errors
18. 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.
Scaling Fallacy
Face- ism Ratio
Most Average Facial Appearance Effect
Chunking
19. The tendency for people to behave differently when they know they are being studied
Demand Characteristics
Hawthorne Effect
Performance Load
Immersion
20. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Golden Ratio
Signal- to- Noise Ratio
Alignment
21. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Waist to Hip Ratio
Common Fate
Interference Effects
Control
22. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Expectation Effect
Modularity
Legibility
Closure
23. 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.
Forgiveness
Baby-Face Bias
Savanna Preference
Good Continuation
24. The time it takes to make a decision increases as the number of alternatives increases.
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Savanna Preference
Five Hat Racks
Visibility
Classical Conditioning
26. 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
Accessibility
Garbage In - Garbage Out
Scaling Fallacy
Common Fate
27. A sequence of numbers in which each number is the sum of the preceding two.
Control
Fibonacci Sequence
Baby-Face Bias
Recognition over recall
28. Given a choice between functionally equivalent designs - the simplest design should be selected.
29. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Depth of Processing
Attractiveness Bias
Storytelling
Structural Forms
30. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Entry Point
Orientation Sensitivity
Weakest Link
Mnemonic Device
31. 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.
Convergence
Control
Redundancy
Law of Pragnanz
32. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Feedback Loop
Cost-Benefit
Normal Distribution
Ockham's Razor
33. A technique for bringing attention to an area of text or image.
Highlighting
Fitts' Law
Law of Pragnanz
Attractiveness Bias
34. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Constraint
Accessibility
Self- similarity
Five Hat Racks
35. The usability of a system is improved when similar parts are expressed in similar ways.
Errors
Depth of Processing
Consistency
Factor of Safety
36. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Placebo effect
Mnemonic Device
Uniform Connectedness
Fitts' Law
37. As the flexiblity of a system increases - its usability decreases.
80/20 Rule
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
Confirmation
38. 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.
Proximity
Hierarchy of Needs (Design)
Satisficing
Most Average Facial Appearance Effect
39. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Shaping
Halo Effect
Pygmalion Effect
Factor of Safety
40. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Baby-Face Bias
Redundancy
Interference Effects
Rule of Thirds
41. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Life Cycle
Inverted Pyramid
Alignment
Law of Pragnanz
42. An attribute of an object that allows people to intuitively know how to use it
Interference Effects
Affordance
Redundancy
Shaping
43. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Mental Model
Maslow's Hierarchy of Needs
Placebo effect
Hierarchy
44. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Pygmalion Effect
Picture Superiority Effect
Storytelling
Progressive Disclosure
45. 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.
Entry Point
Mapping
Cognitive Dissonance
Hawthorne Effect
46. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Face- ism Ratio
Three- Dimensional Projection
Iconic Representation
Signal- to- Noise Ratio
47. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Defensible Space
Legibility
Form Follows Function
Operant Conditioning
48. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Control
Affordance
Factor of Safety
Mental Model
49. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
50. The relative ease with which a destination - idea - or concept may be reached.
Gutenberg Diagram
Feedback Loop
Accessibility
Mental Model