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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 tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Golden Ratio
Normal Distribution
Halo Effect
2. The relative ease with which a destination - idea - or concept may be reached.
Storytelling
Accessibility
Mental Model
Prospect-Refuge
3. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Savanna Preference
Life Cycle
Factor of Safety
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Iteration
Pygmalion Effect
Uncertainty Principle
Von Restorff Effect
5. A ratio within the elements of a form - such as height to width - approximating 0.618.
Maslow's Hierarchy of Needs
Immersion
Golden Ratio
Scaling Fallacy
6. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Affordance
Normal Distribution
Feedback Loop
Factor of Safety
7. A method of limiting the actions that can be performed on a system.
Constraint
Modularity
Affordance
Structural Forms
8. 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
Interference Effects
Form Follows Function
Common Fate
Accessibility
9. An attribute of an object that allows people to intuitively know how to use it
Accessibility
Affordance
Self- similarity
Most Average Facial Appearance Effect
10. 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.
Savanna Preference
Expectation Effect
Consistency
Errors
11. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Confirmation
Five Hat Racks
Common Fate
12. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Symmetry
Gutenberg Diagram
Fibonacci Sequence
Hierarchy
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Uniform Connectedness
Modularity
Gutenberg Diagram
Entry Point
14. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Hierarchy of Needs (Design)
80/20 Rule
Hick's Law
15. Teachers treat students differently based on their expectations of how students will perform.
Expectation Effect
Orientation Sensitivity
Rosenthal Effect
Serial Position Effects
16. 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
Immersion
Affordance
Entry Point
17. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Fitts' Law
Alignment
Threat detection
Classical Conditioning
18. An action or ommission of action yielding an unintended result.
Errors
Savanna Preference
Cost-Benefit
Face- ism Ratio
19. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Affordance
Inverted Pyramid
Accessibility
Life Cycle
20. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Weakest Link
Rosenthal Effect
Life Cycle
Inverted Pyramid
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Visibility
Figure-Ground Relationship
Progressive Disclosure
Face- ism Ratio
22. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Alignment
Scaling Fallacy
Law of Pragnanz
23. The tendency for people to perform better or worse based on the expectations of another.
Threat detection
Pygmalion Effect
Satisficing
Figure-Ground Relationship
24. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Development Cycle
Shaping
Most Average Facial Appearance Effect
Mnemonic Device
25. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Structural Forms
Mapping
Proximity
26. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Legibility
Comparison
Closure
Storytelling
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Self- similarity
Depth of Processing
Prototyping
Garbage In - Garbage Out
28. The quality of system output is dependent on the quality of system input.
Progressive Disclosure
Garbage In - Garbage Out
Mimicry
Storytelling
29. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Iconic Representation
Feedback Loop
Golden Ratio
Rule of Thirds
30. The debgree to which prose can be understood - based on the complexity of words and sentences.
Operant Conditioning
Wayfinding
Five Hat Racks
Readability
31. 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
Control
Comparison
Readability
32. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Affordance
Top- Down Lighting Bias
Weakest Link
Von Restorff Effect
33. 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.
Scaling Fallacy
Constraint
Prospect-Refuge
Redundancy
34. 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.
Life Cycle
Cost-Benefit
Hawthorne Effect
Serial Position Effects
35. An original model on which something is patterned
Feedback Loop
Comparison
Archetype
Flexibility-Usability Tradeoff
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.
Maslow's Hierarchy of Needs
Wayfinding
Constancy
Waist to Hip Ratio
37. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Flexibility-Usability Tradeoff
Orientation Sensitivity
Framing
Halo Effect
38. 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.)
Mapping
Garbage In - Garbage Out
Orientation Sensitivity
Expectation Effect
39. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Comparison
Storytelling
Halo Effect
40. A technique that influences decision making and judgement by manipulating the way information is presented.
Comparison
Mimicry
Iconic Representation
Framing
41. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Placebo effect
Accessibility
Gutenberg Diagram
Alignment
42. A sequence of numbers in which each number is the sum of the preceding two.
Recognition over recall
Fibonacci Sequence
Constancy
Comparison
43. 80% of the effects generated by any large system are caused by 20% of the variables.
Rosenthal Effect
Common Fate
80/20 Rule
Waist to Hip Ratio
44. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Life Cycle
Legibility
Attractiveness Bias
Similarity
45. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Operant Conditioning
Satisficing
Constraint
Cost-Benefit
46. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Immersion
Golden Ratio
80/20 Rule
47. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Alignment
Convergence
48. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Hick's Law
Cost-Benefit
Form Follows Function
Figure-Ground Relationship
49. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Symmetry
Scaling Fallacy
Layering
Prototyping
50. A process of repeating a set of operation until a specific result is achieved.
Iteration
Demand Characteristics
Legibility
Alignment