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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 time it takes to make a decision increases as the number of alternatives increases.
2. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Feedback Loop
Weakest Link
Classical Conditioning
Mimicry
3. A sequence of numbers in which each number is the sum of the preceding two.
Figure-Ground Relationship
Storytelling
Fibonacci Sequence
Feedback Loop
4. A property in which a form is made up of parts similar to the whole or to one another.
Mnemonic Device
Baby-Face Bias
Common Fate
Self- similarity
5. 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
Self- similarity
Uncertainty Principle
Performance vs. Preference
6. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Framing
Inverted Pyramid
Uniform Connectedness
Gutenberg Diagram
7. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Development Cycle
Mnemonic Device
Law of Pragnanz
Threat detection
8. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Inverted Pyramid
Hierarchy of Needs (Design)
Uniform Connectedness
9. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Uncertainty Principle
Shaping
Gutenberg Diagram
Similarity
10. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Cognitive Dissonance
Common Fate
Immersion
Uncertainty Principle
11. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Alignment
Self- similarity
Proximity
12. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Inverted Pyramid
Errors
Confirmation
Uniform Connectedness
13. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Legibility
Performance vs. Preference
Constancy
Layering
14. Memory for recognizing things is better than memory for recalling things.
Progressive Disclosure
Weakest Link
Inverted Pyramid
Recognition over recall
15. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Attractiveness Bias
Signal- to- Noise Ratio
Life Cycle
Most Average Facial Appearance Effect
16. People understand and interact with systems and environments based on mental representations developed from experience.
Baby-Face Bias
Mental Model
Demand Characteristics
Pygmalion Effect
17. 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
Readability
Common Fate
Rosenthal Effect
Consistency
18. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Rule of Thirds
Mapping
Storytelling
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Shaping
Three- Dimensional Projection
Prospect-Refuge
Constraint
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Most Average Facial Appearance Effect
Face- ism Ratio
Prospect-Refuge
Self- similarity
21. Patients experience treatment effects based on their belief that a treatment will work.
Mnemonic Device
Storytelling
Modularity
Placebo effect
22. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Closure
Attractiveness Bias
Placebo effect
Highlighting
23. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Ockham's Razor
Signal- to- Noise Ratio
Hierarchy of Needs (Design)
24. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Scaling Fallacy
Mimicry
Maslow's Hierarchy of Needs
25. 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.
Garbage In - Garbage Out
Depth of Processing
Proximity
Mapping
26. The relative ease with which a destination - idea - or concept may be reached.
Exposure Effect
Face- ism Ratio
Highlighting
Accessibility
27. Elements that are similar are perceived to be more related than elements that are dissimilar.
Satisficing
Ockham's Razor
Gutenberg Diagram
Similarity
28. An attribute of an object that allows people to intuitively know how to use it
Garbage In - Garbage Out
Common Fate
Affordance
Highlighting
29. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Waist to Hip Ratio
Constancy
Law of Pragnanz
Demand Characteristics
30. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Satisficing
Modularity
Threat detection
Demand Characteristics
31. 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.
Flexibility-Usability Tradeoff
Baby-Face Bias
Proximity
Feedback Loop
32. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
80/20 Rule
Cost-Benefit
Depth of Processing
33. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Iteration
Forgiveness
Uniform Connectedness
34. A method of limiting the actions that can be performed on a system.
Classical Conditioning
Performance Load
Constraint
Prototyping
35. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Life Cycle
Framing
Factor of Safety
Prototyping
36. 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.
Entry Point
Pygmalion Effect
Modularity
Waist to Hip Ratio
37. 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?)
Comparison
Iteration
Cost-Benefit
Errors
38. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Most Average Facial Appearance Effect
Cost-Benefit
Halo Effect
Control
39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Good Continuation
Uncertainty Principle
Rosenthal Effect
Alignment
40. 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.
Factor of Safety
Savanna Preference
Flexibility-Usability Tradeoff
Ockham's Razor
41. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Flexibility-Usability Tradeoff
Exposure Effect
Uniform Connectedness
42. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Operant Conditioning
Defensible Space
Legibility
Baby-Face Bias
43. A technique that influences decision making and judgement by manipulating the way information is presented.
Golden Ratio
Forgiveness
Rule of Thirds
Framing
44. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Symmetry
Most Average Facial Appearance Effect
Face- ism Ratio
Halo Effect
45. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Pygmalion Effect
Von Restorff Effect
Affordance
Ockham's Razor
46. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Cost-Benefit
Exposure Effect
Five Hat Racks
Hierarchy
47. A ratio within the elements of a form - such as height to width - approximating 0.618.
Mapping
Golden Ratio
Garbage In - Garbage Out
Hick's Law
48. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Ockham's Razor
Cognitive Dissonance
Archetype
Five Hat Racks
49. A process in which similar characteristics evolve independently in multiple systems.
Scaling Fallacy
Convergence
Modularity
Placebo effect
50. The use of pictorial images to improve the recognition and recall of signs and controls.
Threat detection
Progressive Disclosure
Iconic Representation
Layering