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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. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Shaping
Comparison
Garbage In - Garbage Out
Similarity
2. A sequence of numbers in which each number is the sum of the preceding two.
Hierarchy
Fibonacci Sequence
Shaping
Five Hat Racks
3. A process in which similar characteristics evolve independently in multiple systems.
Legibility
Performance Load
Inverted Pyramid
Convergence
4. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Gutenberg Diagram
Most Average Facial Appearance Effect
Errors
Hierarchy
5. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Threat detection
Common Fate
Constraint
6. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hawthorne Effect
Scaling Fallacy
Constancy
Weakest Link
7. 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)
Gutenberg Diagram
Scaling Fallacy
Mnemonic Device
Normal Distribution
8. A property of visual equivalence among elements in a form.
Constraint
Performance Load
Symmetry
Scaling Fallacy
9. 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.
Flexibility-Usability Tradeoff
Mapping
Visibility
Demand Characteristics
10. A process of repeating a set of operation until a specific result is achieved.
Progressive Disclosure
Symmetry
Iteration
Chunking
11. Elements that are close together are percieved to be more related than elements that are farther apart.
Progressive Disclosure
Proximity
Flexibility-Usability Tradeoff
Archetype
12. People understand and interact with systems and environments based on mental representations developed from experience.
Pygmalion Effect
Mental Model
Face- ism Ratio
Convergence
13. A method of limiting the actions that can be performed on a system.
Constraint
Immersion
Similarity
Hierarchy
14. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Performance Load
Gutenberg Diagram
Form Follows Function
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Ockham's Razor
Comparison
Gutenberg Diagram
Development Cycle
16. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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17. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Inverted Pyramid
Face- ism Ratio
Closure
18. 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.
Highlighting
Good Continuation
Affordance
Alignment
19. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Most Average Facial Appearance Effect
Progressive Disclosure
Similarity
20. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Top- Down Lighting Bias
Uniform Connectedness
Uncertainty Principle
Entry Point
21. 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
Performance vs. Preference
Control
Recognition over recall
22. Given a choice between functionally equivalent designs - the simplest design should be selected.
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23. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Placebo effect
Von Restorff Effect
Demand Characteristics
24. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Chunking
Performance Load
Top- Down Lighting Bias
Immersion
25. 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.
Hierarchy
Three- Dimensional Projection
Redundancy
Interference Effects
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Similarity
Picture Superiority Effect
Legibility
Mnemonic Device
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Storytelling
Modularity
Hawthorne Effect
Halo Effect
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Halo Effect
Performance vs. Preference
Hierarchy
29. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Picture Superiority Effect
Legibility
Demand Characteristics
Convergence
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Scaling Fallacy
Face- ism Ratio
Cognitive Dissonance
Legibility
31. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Satisficing
Waist to Hip Ratio
Factor of Safety
Iconic Representation
32. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Entry Point
Top- Down Lighting Bias
Storytelling
Normal Distribution
33. 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.
Hierarchy of Needs (Design)
Halo Effect
Attractiveness Bias
Cost-Benefit
34. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mnemonic Device
Law of Pragnanz
Demand Characteristics
Alignment
35. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Constraint
Confirmation
Convergence
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Framing
Operant Conditioning
Exposure Effect
Five Hat Racks
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Iconic Representation
Inverted Pyramid
Mimicry
Attractiveness Bias
38. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Halo Effect
Exposure Effect
Proximity
Immersion
39. The time it takes to make a decision increases as the number of alternatives increases.
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40. The debgree to which prose can be understood - based on the complexity of words and sentences.
Scaling Fallacy
Readability
Accessibility
Threat detection
41. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Hierarchy
Five Hat Racks
Halo Effect
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Hierarchy
Shaping
Confirmation
Recognition over recall
43. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Hierarchy of Needs (Design)
Entry Point
Interference Effects
Five Hat Racks
44. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Interference Effects
Comparison
Closure
45. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Layering
Hierarchy of Needs (Design)
Weakest Link
46. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Three- Dimensional Projection
Depth of Processing
Law of Pragnanz
Interference Effects
47. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Alignment
Accessibility
Hick's Law
48. A property in which a form is made up of parts similar to the whole or to one another.
Inverted Pyramid
Convergence
Self- similarity
Uniform Connectedness
49. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Factor of Safety
Signal- to- Noise Ratio
Halo Effect
Classical Conditioning
50. Memory for recognizing things is better than memory for recalling things.
Iconic Representation
Garbage In - Garbage Out
Framing
Recognition over recall