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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. Given a choice between functionally equivalent designs - the simplest design should be selected.
2. The usability of a system is improved when similar parts are expressed in similar ways.
Orientation Sensitivity
Consistency
Expectation Effect
Similarity
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Uncertainty Principle
Satisficing
Readability
Redundancy
4. 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.
Prospect-Refuge
Waist to Hip Ratio
Serial Position Effects
Layering
5. 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.
Performance vs. Preference
Waist to Hip Ratio
Affordance
Orientation Sensitivity
6. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Maslow's Hierarchy of Needs
Face- ism Ratio
Iconic Representation
Normal Distribution
7. A technique for bringing attention to an area of text or image.
Highlighting
Halo Effect
Depth of Processing
Exposure Effect
8. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Constraint
Alignment
Chunking
Recognition over recall
9. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Consistency
Development Cycle
Baby-Face Bias
Control
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.
Immersion
Performance Load
Similarity
Legibility
11. 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.
Proximity
Feedback Loop
Layering
Hawthorne Effect
12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Iconic Representation
Performance vs. Preference
Comparison
Law of Pragnanz
13. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mapping
Rosenthal Effect
Classical Conditioning
Similarity
14. 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.
Similarity
Hierarchy of Needs (Design)
Three- Dimensional Projection
Factor of Safety
15. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Immersion
Form Follows Function
Similarity
80/20 Rule
16. A property of visual equivalence among elements in a form.
Symmetry
Operant Conditioning
Prospect-Refuge
Orientation Sensitivity
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Structural Forms
Orientation Sensitivity
Interference Effects
18. 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
Common Fate
Accessibility
Fibonacci Sequence
Storytelling
19. 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)
Rosenthal Effect
Mapping
Iteration
Scaling Fallacy
20. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Confirmation
Orientation Sensitivity
Recognition over recall
21. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Consistency
Common Fate
Redundancy
22. The tendency for people to perform better or worse based on the expectations of another.
Most Average Facial Appearance Effect
Inverted Pyramid
Fitts' Law
Pygmalion Effect
23. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Structural Forms
Hawthorne Effect
Errors
24. 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.
Top- Down Lighting Bias
Wayfinding
Proximity
Chunking
25. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Classical Conditioning
Storytelling
26. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Attractiveness Bias
Highlighting
Classical Conditioning
Visibility
27. 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.
Form Follows Function
Ockham's Razor
Comparison
Redundancy
28. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Exposure Effect
Uncertainty Principle
Shaping
Placebo effect
29. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Recognition over recall
Consistency
Uniform Connectedness
Pygmalion Effect
30. 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?)
Cognitive Dissonance
Cost-Benefit
Face- ism Ratio
Fibonacci Sequence
31. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Immersion
Exposure Effect
Shaping
Feedback Loop
32. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Operant Conditioning
Orientation Sensitivity
Ockham's Razor
Normal Distribution
33. Teachers treat students differently based on their expectations of how students will perform.
Orientation Sensitivity
Control
Top- Down Lighting Bias
Rosenthal Effect
34. Patients experience treatment effects based on their belief that a treatment will work.
Hawthorne Effect
Mapping
Placebo effect
Defensible Space
35. An action or ommission of action yielding an unintended result.
Top- Down Lighting Bias
Errors
Iteration
Fitts' Law
36. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Iconic Representation
Baby-Face Bias
Mnemonic Device
Constancy
37. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Constancy
Similarity
Highlighting
38. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Modularity
Five Hat Racks
Storytelling
Mnemonic Device
39. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Uncertainty Principle
Iconic Representation
Depth of Processing
40. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Feedback Loop
Prototyping
Structural Forms
Immersion
41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Hierarchy of Needs (Design)
Confirmation
Uncertainty Principle
Proximity
42. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Fibonacci Sequence
Immersion
Entry Point
Maslow's Hierarchy of Needs
43. An attribute of an object that allows people to intuitively know how to use it
Constraint
Constancy
Affordance
Operant Conditioning
44. People understand and interact with systems and environments based on mental representations developed from experience.
Uncertainty Principle
Mental Model
Constancy
Mimicry
45. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Factor of Safety
Progressive Disclosure
Redundancy
Defensible Space
46. Pictures are remembered better than words.
Picture Superiority Effect
Expectation Effect
Consistency
Classical Conditioning
47. The time required to move to a target is a function of the target size and distance to the target.
48. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Three- Dimensional Projection
Immersion
Mnemonic Device
Hierarchy
49. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Form Follows Function
Orientation Sensitivity
Chunking
50. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mental Model
Common Fate
Placebo effect
Interference Effects