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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. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Structural Forms
Forgiveness
Shaping
Alignment
2. A ratio within the elements of a form - such as height to width - approximating 0.618.
Performance Load
Uncertainty Principle
Golden Ratio
Development Cycle
3. 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
Waist to Hip Ratio
Highlighting
Self- similarity
4. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Orientation Sensitivity
Accessibility
Normal Distribution
Hierarchy of Needs (Design)
5. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Ockham's Razor
Shaping
Satisficing
Von Restorff Effect
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Ockham's Razor
Modularity
Law of Pragnanz
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Constraint
Symmetry
Similarity
Entry Point
8. 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
Hierarchy of Needs (Design)
Recognition over recall
Performance vs. Preference
9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Defensible Space
Interference Effects
Most Average Facial Appearance Effect
Prototyping
10. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Visibility
Mnemonic Device
Closure
Satisficing
11. An action or ommission of action yielding an unintended result.
Entry Point
Common Fate
Flexibility-Usability Tradeoff
Errors
12. The time it takes to make a decision increases as the number of alternatives increases.
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13. Patients experience treatment effects based on their belief that a treatment will work.
Top- Down Lighting Bias
Accessibility
Law of Pragnanz
Placebo effect
14. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Savanna Preference
Attractiveness Bias
Good Continuation
Weakest Link
15. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Modularity
Shaping
Comparison
Progressive Disclosure
16. 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.
Expectation Effect
Symmetry
Mnemonic Device
Serial Position Effects
17. 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.
Performance Load
Shaping
Good Continuation
Storytelling
18. A sequence of numbers in which each number is the sum of the preceding two.
Orientation Sensitivity
Fibonacci Sequence
Figure-Ground Relationship
Most Average Facial Appearance Effect
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Proximity
Performance vs. Preference
Von Restorff Effect
Similarity
20. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Baby-Face Bias
Factor of Safety
Alignment
Five Hat Racks
21. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Mental Model
Storytelling
Progressive Disclosure
22. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Cognitive Dissonance
Face- ism Ratio
Orientation Sensitivity
Normal Distribution
23. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Waist to Hip Ratio
Uniform Connectedness
Halo Effect
Flexibility-Usability Tradeoff
24. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Forgiveness
Weakest Link
Hick's Law
Cost-Benefit
25. The tendency for people to perform better or worse based on the expectations of another.
Highlighting
Hick's Law
Factor of Safety
Pygmalion Effect
26. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Readability
Orientation Sensitivity
Accessibility
Operant Conditioning
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Hawthorne Effect
Mapping
Prototyping
Uniform Connectedness
28. 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.
Framing
Fibonacci Sequence
Redundancy
Errors
29. 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.
Legibility
Cost-Benefit
Hierarchy of Needs (Design)
Layering
30. 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.)
Expectation Effect
Defensible Space
Uniform Connectedness
Inverted Pyramid
31. The quality of system output is dependent on the quality of system input.
Demand Characteristics
Garbage In - Garbage Out
Hierarchy
Exposure Effect
32. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Mnemonic Device
Ockham's Razor
Symmetry
Hierarchy
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Entry Point
Threat detection
Mimicry
Mental Model
34. A method of limiting the actions that can be performed on a system.
Layering
Readability
Top- Down Lighting Bias
Constraint
35. As the flexiblity of a system increases - its usability decreases.
80/20 Rule
Wayfinding
Law of Pragnanz
Flexibility-Usability Tradeoff
36. 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.
Scaling Fallacy
Alignment
Chunking
Similarity
37. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Cognitive Dissonance
Cost-Benefit
Prototyping
38. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Exposure Effect
Hawthorne Effect
Inverted Pyramid
39. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Face- ism Ratio
Mnemonic Device
Convergence
Rosenthal Effect
40. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Satisficing
80/20 Rule
Depth of Processing
Legibility
41. The usability of a system is improved when its status and methods of use are clearly visible.
Garbage In - Garbage Out
Immersion
Visibility
Performance Load
42. A process of repeating a set of operation until a specific result is achieved.
Ockham's Razor
Rosenthal Effect
Interference Effects
Iteration
43. The tendency for people to behave differently when they know they are being studied
Alignment
Hawthorne Effect
Convergence
Figure-Ground Relationship
44. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Storytelling
Inverted Pyramid
Control
Weakest Link
45. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Serial Position Effects
Common Fate
Prospect-Refuge
Modularity
46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Face- ism Ratio
Demand Characteristics
Orientation Sensitivity
Halo Effect
47. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Shaping
Comparison
Confirmation
Factor of Safety
48. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Uniform Connectedness
Alignment
Consistency
Confirmation
49. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Alignment
Affordance
Garbage In - Garbage Out
50. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Iconic Representation
Alignment
Hierarchy of Needs (Design)