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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. 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
Hierarchy of Needs (Design)
Gutenberg Diagram
Good Continuation
2. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Alignment
Signal- to- Noise Ratio
Attractiveness Bias
Chunking
3. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Archetype
Performance vs. Preference
Development Cycle
Rosenthal Effect
4. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Highlighting
Threat detection
Halo Effect
5. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Performance Load
Golden Ratio
Alignment
Normal Distribution
6. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Performance vs. Preference
Waist to Hip Ratio
Inverted Pyramid
Similarity
7. The time it takes to make a decision increases as the number of alternatives increases.
8. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mapping
Archetype
Mental Model
Prospect-Refuge
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.
Ockham's Razor
Life Cycle
Most Average Facial Appearance Effect
Mapping
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Readability
Symmetry
Constancy
Weakest Link
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Constancy
Immersion
Control
Picture Superiority Effect
12. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Factor of Safety
Placebo effect
Constancy
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Savanna Preference
Highlighting
Framing
Cost-Benefit
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Similarity
Cognitive Dissonance
Gutenberg Diagram
Consistency
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Maslow's Hierarchy of Needs
Development Cycle
Hierarchy
Mnemonic Device
16. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Inverted Pyramid
Cognitive Dissonance
Classical Conditioning
Errors
17. People understand and interact with systems and environments based on mental representations developed from experience.
Prospect-Refuge
Storytelling
Halo Effect
Mental Model
18. A property of visual equivalence among elements in a form.
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Flexibility-Usability Tradeoff
Symmetry
19. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Hierarchy of Needs (Design)
Normal Distribution
Entry Point
Cost-Benefit
20. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Wayfinding
Satisficing
Exposure Effect
Life Cycle
21. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Mental Model
Baby-Face Bias
Development Cycle
Constancy
22. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Normal Distribution
Alignment
Placebo effect
Progressive Disclosure
23. The tendency for people to perform better or worse based on the expectations of another.
Demand Characteristics
Pygmalion Effect
Weakest Link
Shaping
24. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Similarity
Cognitive Dissonance
Rule of Thirds
25. The use of pictorial images to improve the recognition and recall of signs and controls.
Demand Characteristics
Similarity
Iconic Representation
Modularity
26. A method of limiting the actions that can be performed on a system.
Threat detection
Structural Forms
Constraint
Symmetry
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Savanna Preference
Modularity
Symmetry
Ockham's Razor
28. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Prospect-Refuge
Defensible Space
Scaling Fallacy
29. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Symmetry
Structural Forms
Performance Load
30. 80% of the effects generated by any large system are caused by 20% of the variables.
Development Cycle
80/20 Rule
Performance Load
Top- Down Lighting Bias
31. A process of repeating a set of operation until a specific result is achieved.
Iteration
Mimicry
Weakest Link
Alignment
32. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Prospect-Refuge
Top- Down Lighting Bias
Figure-Ground Relationship
Alignment
33. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Highlighting
Mnemonic Device
Structural Forms
Alignment
34. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Accessibility
Proximity
Satisficing
Baby-Face Bias
35. The usability of a system is improved when similar parts are expressed in similar ways.
Signal- to- Noise Ratio
Factor of Safety
Hierarchy
Consistency
36. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Three- Dimensional Projection
Affordance
Placebo effect
Life Cycle
37. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Feedback Loop
Constancy
Common Fate
38. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Von Restorff Effect
Satisficing
Halo Effect
39. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Readability
Classical Conditioning
Common Fate
Signal- to- Noise Ratio
40. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Readability
Control
Law of Pragnanz
41. 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.
Control
Law of Pragnanz
Performance vs. Preference
Redundancy
42. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Operant Conditioning
Constancy
Immersion
43. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Uniform Connectedness
Interference Effects
Fitts' Law
44. An action or ommission of action yielding an unintended result.
Scaling Fallacy
Errors
Good Continuation
Depth of Processing
45. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Progressive Disclosure
Weakest Link
Proximity
Rule of Thirds
46. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
47. Patients experience treatment effects based on their belief that a treatment will work.
Rule of Thirds
Wayfinding
Placebo effect
Satisficing
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Storytelling
Closure
Three- Dimensional Projection
Operant Conditioning
49. As the flexiblity of a system increases - its usability decreases.
Hawthorne Effect
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Proximity
50. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Savanna Preference
Proximity
Storytelling
Hawthorne Effect