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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. An action or ommission of action yielding an unintended result.
Scaling Fallacy
Errors
Chunking
Performance Load
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Iconic Representation
Placebo effect
Readability
Rule of Thirds
3. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Mimicry
Convergence
Alignment
Exposure Effect
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Baby-Face Bias
Highlighting
Control
Threat detection
5. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Shaping
Storytelling
Threat detection
Five Hat Racks
6. People understand and interact with systems and environments based on mental representations developed from experience.
Accessibility
Comparison
Garbage In - Garbage Out
Mental Model
7. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Immersion
Satisficing
Convergence
8. 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.)
Similarity
Readability
Expectation Effect
Figure-Ground Relationship
9. A method of limiting the actions that can be performed on a system.
Readability
Weakest Link
Legibility
Constraint
10. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Mimicry
Picture Superiority Effect
Hick's Law
11. A process of repeating a set of operation until a specific result is achieved.
Law of Pragnanz
Iteration
Halo Effect
Modularity
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Garbage In - Garbage Out
Operant Conditioning
Serial Position Effects
13. A sequence of numbers in which each number is the sum of the preceding two.
Prototyping
Fibonacci Sequence
Consistency
Five Hat Racks
14. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Satisficing
Hierarchy of Needs (Design)
Figure-Ground Relationship
Progressive Disclosure
15. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Rosenthal Effect
Pygmalion Effect
Scaling Fallacy
16. Patients experience treatment effects based on their belief that a treatment will work.
Pygmalion Effect
Face- ism Ratio
Placebo effect
Weakest Link
17. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Weakest Link
Von Restorff Effect
Affordance
Constancy
18. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Fibonacci Sequence
Redundancy
Accessibility
19. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Rosenthal Effect
Rule of Thirds
Hawthorne Effect
Gutenberg Diagram
20. 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.
Mapping
Orientation Sensitivity
Gutenberg Diagram
Hawthorne Effect
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Five Hat Racks
Alignment
Confirmation
Symmetry
22. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Cognitive Dissonance
Legibility
Most Average Facial Appearance Effect
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.
Control
Rosenthal Effect
Good Continuation
Forgiveness
24. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Convergence
Uncertainty Principle
Iteration
Signal- to- Noise Ratio
25. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Rosenthal Effect
80/20 Rule
Readability
Top- Down Lighting Bias
26. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Immersion
Feedback Loop
Proximity
27. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Development Cycle
Performance vs. Preference
Rule of Thirds
Legibility
28. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Weakest Link
Visibility
Mnemonic Device
Flexibility-Usability Tradeoff
29. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Iconic Representation
Demand Characteristics
Uniform Connectedness
Savanna Preference
30. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Cost-Benefit
Classical Conditioning
Chunking
Hick's Law
31. The time it takes to make a decision increases as the number of alternatives increases.
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Maslow's Hierarchy of Needs
Interference Effects
Normal Distribution
Inverted Pyramid
33. The tendency for people to behave differently when they know they are being studied
Defensible Space
Hawthorne Effect
Hierarchy
Readability
34. The time required to move to a target is a function of the target size and distance to the target.
35. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Maslow's Hierarchy of Needs
Framing
Interference Effects
36. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Normal Distribution
Orientation Sensitivity
Accessibility
Errors
37. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Iconic Representation
Von Restorff Effect
Prospect-Refuge
Interference Effects
38. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Signal- to- Noise Ratio
Satisficing
Halo Effect
80/20 Rule
39. 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.
Control
Chunking
Convergence
Waist to Hip Ratio
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Golden Ratio
Interference Effects
Factor of Safety
Development Cycle
41. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Structural Forms
Layering
Modularity
Iconic Representation
42. As the flexiblity of a system increases - its usability decreases.
Form Follows Function
Flexibility-Usability Tradeoff
Self- similarity
Uniform Connectedness
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Prototyping
Demand Characteristics
Modularity
Redundancy
44. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Cost-Benefit
Mnemonic Device
Interference Effects
Exposure Effect
45. 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?)
Recognition over recall
Cognitive Dissonance
Hierarchy of Needs (Design)
Cost-Benefit
46. The tendency for people to perform better or worse based on the expectations of another.
Good Continuation
Waist to Hip Ratio
Life Cycle
Pygmalion Effect
47. The usability of a system is improved when its status and methods of use are clearly visible.
Law of Pragnanz
Self- similarity
Most Average Facial Appearance Effect
Visibility
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Signal- to- Noise Ratio
Operant Conditioning
Rule of Thirds
Forgiveness
49. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Performance vs. Preference
Wayfinding
Similarity
50. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Constancy
Highlighting
Satisficing
Performance Load