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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 technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Convergence
Gutenberg Diagram
Top- Down Lighting Bias
2. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Weakest Link
Threat detection
Orientation Sensitivity
3. A property of visual equivalence among elements in a form.
Symmetry
Self- similarity
Ockham's Razor
Storytelling
4. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Placebo effect
Comparison
Fitts' Law
Rosenthal Effect
5. Given a choice between functionally equivalent designs - the simplest design should be selected.
6. A process of repeating a set of operation until a specific result is achieved.
Iteration
Chunking
Legibility
Baby-Face Bias
7. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Control
Mimicry
Rosenthal Effect
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Hick's Law
Interference Effects
Modularity
80/20 Rule
9. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Gutenberg Diagram
80/20 Rule
Errors
Threat detection
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Von Restorff Effect
Iconic Representation
Fibonacci Sequence
Symmetry
11. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Depth of Processing
Modularity
Visibility
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Flexibility-Usability Tradeoff
Prospect-Refuge
Baby-Face Bias
Defensible Space
13. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Attractiveness Bias
Savanna Preference
Signal- to- Noise Ratio
Interference Effects
14. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Good Continuation
Rule of Thirds
Storytelling
Three- Dimensional Projection
15. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Archetype
Normal Distribution
Face- ism Ratio
Interference Effects
16. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Layering
Inverted Pyramid
Face- ism Ratio
Fibonacci Sequence
17. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Exposure Effect
Classical Conditioning
80/20 Rule
Five Hat Racks
18. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Symmetry
Five Hat Racks
Mental Model
Modularity
19. A technique that influences decision making and judgement by manipulating the way information is presented.
Symmetry
Performance Load
Hawthorne Effect
Framing
20. Pictures are remembered better than words.
Closure
Picture Superiority Effect
Shaping
Forgiveness
21. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Waist to Hip Ratio
Constraint
Face- ism Ratio
Mapping
22. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Figure-Ground Relationship
Prototyping
Cognitive Dissonance
Development Cycle
23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
80/20 Rule
Interference Effects
Development Cycle
Confirmation
24. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Law of Pragnanz
Iteration
Uniform Connectedness
Inverted Pyramid
25. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Errors
Control
Operant Conditioning
Highlighting
26. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mental Model
Three- Dimensional Projection
Most Average Facial Appearance Effect
Serial Position Effects
27. The tendency for people to perform better or worse based on the expectations of another.
Highlighting
Pygmalion Effect
Top- Down Lighting Bias
Five Hat Racks
28. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Ockham's Razor
Five Hat Racks
Top- Down Lighting Bias
Iteration
29. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Figure-Ground Relationship
Factor of Safety
Immersion
30. A process in which similar characteristics evolve independently in multiple systems.
Mental Model
Comparison
Convergence
Face- ism Ratio
31. The time required to move to a target is a function of the target size and distance to the target.
32. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Classical Conditioning
Mimicry
Three- Dimensional Projection
Alignment
33. An attribute of an object that allows people to intuitively know how to use it
Cost-Benefit
Proximity
Face- ism Ratio
Affordance
34. 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
Development Cycle
Proximity
Common Fate
35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Demand Characteristics
Figure-Ground Relationship
Maslow's Hierarchy of Needs
36. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Inverted Pyramid
Hierarchy of Needs (Design)
Depth of Processing
37. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Iteration
Cognitive Dissonance
Chunking
Halo Effect
38. Elements that are similar are perceived to be more related than elements that are dissimilar.
Weakest Link
Entry Point
Form Follows Function
Similarity
39. 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.
Figure-Ground Relationship
Redundancy
Pygmalion Effect
Similarity
40. 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.
Good Continuation
Constraint
Satisficing
Three- Dimensional Projection
41. As the flexiblity of a system increases - its usability decreases.
Mapping
Prototyping
Hawthorne Effect
Flexibility-Usability Tradeoff
42. 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)
Uniform Connectedness
Scaling Fallacy
Top- Down Lighting Bias
Affordance
43. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Classical Conditioning
Affordance
Layering
44. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Closure
Serial Position Effects
Modularity
45. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Life Cycle
Attractiveness Bias
Performance Load
Legibility
46. 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.
Chunking
Baby-Face Bias
Expectation Effect
Figure-Ground Relationship
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Symmetry
Flexibility-Usability Tradeoff
Fibonacci Sequence
48. 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.)
Waist to Hip Ratio
Halo Effect
Expectation Effect
Life Cycle
49. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Serial Position Effects
Weakest Link
Archetype
80/20 Rule
50. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Pygmalion Effect
Iconic Representation
Cognitive Dissonance