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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 ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Performance Load
Top- Down Lighting Bias
Face- ism Ratio
Classical Conditioning
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Convergence
Readability
Three- Dimensional Projection
Golden Ratio
3. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Top- Down Lighting Bias
Performance Load
Prototyping
Scaling Fallacy
4. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
80/20 Rule
Normal Distribution
Rosenthal Effect
Fibonacci Sequence
5. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Inverted Pyramid
Baby-Face Bias
Satisficing
Fitts' Law
6. An original model on which something is patterned
Three- Dimensional Projection
Entry Point
Prototyping
Archetype
7. The time it takes to make a decision increases as the number of alternatives increases.
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Life Cycle
Classical Conditioning
Threat detection
Normal Distribution
9. The usability of a system is improved when its status and methods of use are clearly visible.
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
Visibility
Iconic Representation
10. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Comparison
Readability
Classical Conditioning
Five Hat Racks
11. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Pygmalion Effect
Iconic Representation
Affordance
Operant Conditioning
12. 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.
Gutenberg Diagram
Savanna Preference
Signal- to- Noise Ratio
Cost-Benefit
13. An attribute of an object that allows people to intuitively know how to use it
Form Follows Function
Rosenthal Effect
Affordance
Waist to Hip Ratio
14. The quality of system output is dependent on the quality of system input.
Performance vs. Preference
Comparison
Shaping
Garbage In - Garbage Out
15. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Factor of Safety
Mimicry
Defensible Space
Uncertainty Principle
16. The tendency for people to perform better or worse based on the expectations of another.
Progressive Disclosure
Pygmalion Effect
Five Hat Racks
Form Follows Function
17. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Confirmation
Proximity
Constancy
Similarity
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Wayfinding
Iconic Representation
Factor of Safety
Defensible Space
19. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Layering
Redundancy
Forgiveness
Satisficing
20. The process of using spatial and environmental information to navigate to a destination.
Factor of Safety
Wayfinding
Figure-Ground Relationship
Mnemonic Device
21. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Satisficing
Exposure Effect
Progressive Disclosure
Performance vs. Preference
22. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Mental Model
Hierarchy
Alignment
23. Teachers treat students differently based on their expectations of how students will perform.
Life Cycle
Layering
Picture Superiority Effect
Rosenthal Effect
24. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Shaping
Life Cycle
Mimicry
Progressive Disclosure
25. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
26. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Mental Model
Symmetry
Scaling Fallacy
Rule of Thirds
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Mapping
Law of Pragnanz
Prototyping
Exposure Effect
28. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Serial Position Effects
Storytelling
Shaping
Uniform Connectedness
29. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Demand Characteristics
Highlighting
Alignment
Mnemonic Device
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
31. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Uncertainty Principle
Prospect-Refuge
Form Follows Function
Iconic Representation
32. A method of limiting the actions that can be performed on a system.
Constraint
Redundancy
Alignment
Attractiveness Bias
33. People understand and interact with systems and environments based on mental representations developed from experience.
Confirmation
Iteration
Storytelling
Mental Model
34. 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.
Structural Forms
Feedback Loop
Comparison
Halo Effect
35. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Alignment
Prototyping
Cost-Benefit
Inverted Pyramid
36. The tendency for people to behave differently when they know they are being studied
Comparison
Hawthorne Effect
Feedback Loop
Cognitive Dissonance
37. The relative ease with which a destination - idea - or concept may be reached.
Life Cycle
Scaling Fallacy
Good Continuation
Accessibility
38. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Halo Effect
Errors
Placebo effect
39. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Weakest Link
Highlighting
Hierarchy of Needs (Design)
40. Elements that are close together are percieved to be more related than elements that are farther apart.
Layering
Alignment
Good Continuation
Proximity
41. 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.
Constancy
Attractiveness Bias
Hierarchy of Needs (Design)
Interference Effects
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Golden Ratio
Performance Load
Highlighting
43. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Confirmation
Uniform Connectedness
Life Cycle
Mimicry
44. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hierarchy
Exposure Effect
Form Follows Function
Forgiveness
45. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Signal- to- Noise Ratio
80/20 Rule
Immersion
Hierarchy
46. A process of repeating a set of operation until a specific result is achieved.
Gutenberg Diagram
Picture Superiority Effect
Iteration
Interference Effects
47. 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.
Attractiveness Bias
Framing
Figure-Ground Relationship
Serial Position Effects
48. The usability of a system is improved when similar parts are expressed in similar ways.
Comparison
Maslow's Hierarchy of Needs
Consistency
Weakest Link
49. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Picture Superiority Effect
Alignment
Common Fate
Confirmation
50. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Depth of Processing
Structural Forms
Errors
Archetype