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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. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Errors
Similarity
Development Cycle
Hierarchy of Needs (Design)
2. A property in which a form is made up of parts similar to the whole or to one another.
Five Hat Racks
Maslow's Hierarchy of Needs
Defensible Space
Self- similarity
3. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Most Average Facial Appearance Effect
Shaping
Archetype
Orientation Sensitivity
4. People understand and interact with systems and environments based on mental representations developed from experience.
Archetype
Normal Distribution
Shaping
Mental Model
5. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Alignment
Orientation Sensitivity
Performance vs. Preference
Constancy
6. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Highlighting
Demand Characteristics
Confirmation
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Cognitive Dissonance
Storytelling
Three- Dimensional Projection
Fibonacci Sequence
8. A process of repeating a set of operation until a specific result is achieved.
Chunking
Law of Pragnanz
Halo Effect
Iteration
9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Framing
Hick's Law
Proximity
Entry Point
10. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Visibility
Life Cycle
Depth of Processing
Progressive Disclosure
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Threat detection
Uniform Connectedness
Errors
Closure
12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Rule of Thirds
Five Hat Racks
Demand Characteristics
Operant Conditioning
13. The relative ease with which a destination - idea - or concept may be reached.
Recognition over recall
Framing
Convergence
Accessibility
14. The usability of a system is improved when its status and methods of use are clearly visible.
Common Fate
Expectation Effect
Constraint
Visibility
15. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Law of Pragnanz
Immersion
Scaling Fallacy
Uniform Connectedness
16. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Hick's Law
Closure
Cognitive Dissonance
Prototyping
17. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Mnemonic Device
Inverted Pyramid
Chunking
Weakest Link
18. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Orientation Sensitivity
Prospect-Refuge
Form Follows Function
Top- Down Lighting Bias
19. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Mimicry
Constraint
Classical Conditioning
Von Restorff Effect
20. Teachers treat students differently based on their expectations of how students will perform.
Iconic Representation
Self- similarity
Rosenthal Effect
Comparison
21. 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.
Ockham's Razor
Three- Dimensional Projection
Hierarchy
Serial Position Effects
22. An attribute of an object that allows people to intuitively know how to use it
Prospect-Refuge
Garbage In - Garbage Out
Affordance
Consistency
23. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Hierarchy
Demand Characteristics
Von Restorff Effect
Redundancy
24. 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.
Accessibility
Mapping
Good Continuation
Top- Down Lighting Bias
25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Mimicry
Framing
Hick's Law
26. 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.
Good Continuation
Inverted Pyramid
Hierarchy
Uncertainty Principle
27. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Exposure Effect
Five Hat Racks
Factor of Safety
Face- ism Ratio
28. The time it takes to make a decision increases as the number of alternatives increases.
29. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
30. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Operant Conditioning
Legibility
Convergence
Defensible Space
31. 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)
Scaling Fallacy
Face- ism Ratio
Golden Ratio
Halo Effect
32. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Satisficing
Mimicry
Most Average Facial Appearance Effect
33. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Consistency
Flexibility-Usability Tradeoff
Redundancy
34. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Comparison
Redundancy
Gutenberg Diagram
35. As the flexiblity of a system increases - its usability decreases.
Rule of Thirds
Iteration
Hawthorne Effect
Flexibility-Usability Tradeoff
36. An action or ommission of action yielding an unintended result.
Hick's Law
Errors
Accessibility
Constraint
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Good Continuation
Mimicry
Depth of Processing
Rosenthal Effect
38. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Form Follows Function
Cost-Benefit
Threat detection
39. A process in which similar characteristics evolve independently in multiple systems.
Rule of Thirds
Convergence
Life Cycle
Alignment
40. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Performance vs. Preference
Form Follows Function
Satisficing
Constraint
41. 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.
Constraint
Mental Model
Waist to Hip Ratio
Mnemonic Device
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
80/20 Rule
Placebo effect
Hick's Law
Readability
43. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Satisficing
Forgiveness
Visibility
Form Follows Function
44. A property of visual equivalence among elements in a form.
Hierarchy
Symmetry
Prospect-Refuge
Attractiveness Bias
45. An original model on which something is patterned
Golden Ratio
Iconic Representation
Rule of Thirds
Archetype
46. 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?)
Prototyping
Baby-Face Bias
Iteration
Cost-Benefit
47. The tendency for people to perform better or worse based on the expectations of another.
Placebo effect
Pygmalion Effect
Alignment
Iteration
48. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Placebo effect
Serial Position Effects
Control
Performance Load
49. 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.
Hick's Law
Savanna Preference
Readability
Figure-Ground Relationship
50. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Five Hat Racks
Uncertainty Principle
Closure
Symmetry