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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 act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Picture Superiority Effect
Uncertainty Principle
Weakest Link
Normal Distribution
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Visibility
Three- Dimensional Projection
Redundancy
3. A technique for bringing attention to an area of text or image.
Performance Load
Accessibility
Highlighting
Satisficing
4. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Garbage In - Garbage Out
Mnemonic Device
Common Fate
Self- similarity
5. An original model on which something is patterned
Archetype
Cognitive Dissonance
Wayfinding
Constancy
6. Given a choice between functionally equivalent designs - the simplest design should be selected.
7. 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.
Three- Dimensional Projection
Scaling Fallacy
Redundancy
Convergence
8. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Modularity
Five Hat Racks
Cost-Benefit
Rule of Thirds
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.
Mapping
Satisficing
Gutenberg Diagram
Garbage In - Garbage Out
10. Patients experience treatment effects based on their belief that a treatment will work.
Chunking
Placebo effect
Normal Distribution
Entry Point
11. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Expectation Effect
Alignment
Archetype
12. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Attractiveness Bias
Satisficing
Serial Position Effects
Alignment
13. A property of visual equivalence among elements in a form.
Most Average Facial Appearance Effect
Symmetry
Placebo effect
Savanna Preference
14. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Performance vs. Preference
Serial Position Effects
Iteration
15. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Five Hat Racks
Uniform Connectedness
Demand Characteristics
Legibility
16. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Confirmation
Orientation Sensitivity
Closure
Control
17. Elements that are similar are perceived to be more related than elements that are dissimilar.
Placebo effect
Garbage In - Garbage Out
Fitts' Law
Similarity
18. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Fitts' Law
Factor of Safety
Inverted Pyramid
Redundancy
19. Pictures are remembered better than words.
Shaping
Picture Superiority Effect
Common Fate
Control
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Recognition over recall
Prototyping
Entry Point
Consistency
21. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Constraint
Five Hat Racks
Archetype
Hick's Law
22. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Framing
Good Continuation
Hierarchy of Needs (Design)
Cognitive Dissonance
23. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Exposure Effect
Weakest Link
Consistency
Entry Point
24. The process of using spatial and environmental information to navigate to a destination.
Normal Distribution
Wayfinding
Savanna Preference
Cost-Benefit
25. 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.
Framing
Forgiveness
Feedback Loop
Form Follows Function
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Weakest Link
Golden Ratio
Mimicry
Visibility
27. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Layering
Redundancy
Defensible Space
28. The tendency for people to behave differently when they know they are being studied
Orientation Sensitivity
Highlighting
Hawthorne Effect
Golden Ratio
29. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mapping
Consistency
Interference Effects
Mimicry
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.)
Signal- to- Noise Ratio
Uncertainty Principle
Threat detection
Expectation Effect
31. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Pygmalion Effect
Affordance
Entry Point
Structural Forms
33. A process in which similar characteristics evolve independently in multiple systems.
Good Continuation
Convergence
Operant Conditioning
Law of Pragnanz
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Interference Effects
Readability
Depth of Processing
Life Cycle
35. The use of pictorial images to improve the recognition and recall of signs and controls.
Garbage In - Garbage Out
Iconic Representation
Structural Forms
Visibility
36. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Serial Position Effects
Orientation Sensitivity
Errors
Self- similarity
37. The tendency for people to perform better or worse based on the expectations of another.
Rosenthal Effect
Pygmalion Effect
Maslow's Hierarchy of Needs
Framing
38. 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
Flexibility-Usability Tradeoff
Similarity
Halo Effect
39. Elements that are close together are percieved to be more related than elements that are farther apart.
Threat detection
Orientation Sensitivity
Factor of Safety
Proximity
40. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Orientation Sensitivity
Normal Distribution
Flexibility-Usability Tradeoff
Forgiveness
41. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Constancy
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
Satisficing
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Hick's Law
Savanna Preference
Closure
Uniform Connectedness
43. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Archetype
Errors
Five Hat Racks
44. Teachers treat students differently based on their expectations of how students will perform.
Development Cycle
Prototyping
Rosenthal Effect
Archetype
45. 80% of the effects generated by any large system are caused by 20% of the variables.
Convergence
Fitts' Law
Demand Characteristics
80/20 Rule
46. An attribute of an object that allows people to intuitively know how to use it
Affordance
Expectation Effect
Readability
Fibonacci Sequence
47. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Garbage In - Garbage Out
Serial Position Effects
Exposure Effect
Inverted Pyramid
48. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Form Follows Function
Prospect-Refuge
Uniform Connectedness
49. 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
Von Restorff Effect
80/20 Rule
Most Average Facial Appearance Effect
50. 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.
Shaping
Classical Conditioning
Savanna Preference
Satisficing