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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. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Demand Characteristics
Mnemonic Device
Depth of Processing
Threat detection
2. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Immersion
Common Fate
Defensible Space
Iconic Representation
3. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Uniform Connectedness
Rosenthal Effect
Proximity
4. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Readability
Baby-Face Bias
Von Restorff Effect
Gutenberg Diagram
5. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Picture Superiority Effect
Five Hat Racks
Prospect-Refuge
Satisficing
6. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Forgiveness
Proximity
Comparison
Control
7. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Weakest Link
Life Cycle
Most Average Facial Appearance Effect
8. The quality of system output is dependent on the quality of system input.
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Forgiveness
Mimicry
9. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)
Mnemonic Device
Proximity
Cost-Benefit
Highlighting
10. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Pygmalion Effect
Development Cycle
Hierarchy
Highlighting
11. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Chunking
Figure-Ground Relationship
Prototyping
Inverted Pyramid
12. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Maslow's Hierarchy of Needs
Entry Point
Placebo effect
Face- ism Ratio
13. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Attractiveness Bias
Development Cycle
Interference Effects
Performance Load
14. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Readability
Form Follows Function
Redundancy
Self- similarity
15. A process of repeating a set of operation until a specific result is achieved.
Development Cycle
Iteration
Readability
Normal Distribution
16. 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.
Feedback Loop
Law of Pragnanz
Accessibility
Figure-Ground Relationship
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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18. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Interference Effects
Factor of Safety
Prototyping
Development Cycle
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Attractiveness Bias
Archetype
Three- Dimensional Projection
Threat detection
20. 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
Waist to Hip Ratio
Demand Characteristics
Mapping
21. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uniform Connectedness
Signal- to- Noise Ratio
Alignment
Attractiveness Bias
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Wayfinding
Gutenberg Diagram
Face- ism Ratio
Development Cycle
23. 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.
Serial Position Effects
Immersion
Maslow's Hierarchy of Needs
Hick's Law
24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Cost-Benefit
Uncertainty Principle
Savanna Preference
Recognition over recall
25. An action or ommission of action yielding an unintended result.
Face- ism Ratio
Hick's Law
Similarity
Errors
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
80/20 Rule
Layering
Progressive Disclosure
27. 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.
Weakest Link
Common Fate
Signal- to- Noise Ratio
Savanna Preference
28. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Iconic Representation
Factor of Safety
Confirmation
Pygmalion Effect
29. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Life Cycle
Threat detection
Visibility
Uniform Connectedness
30. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Hierarchy
Confirmation
Progressive Disclosure
Waist to Hip Ratio
31. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Scaling Fallacy
Mental Model
Signal- to- Noise Ratio
Operant Conditioning
32. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mnemonic Device
Signal- to- Noise Ratio
Structural Forms
Consistency
33. The debgree to which prose can be understood - based on the complexity of words and sentences.
Redundancy
Entry Point
Readability
Threat detection
34. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Hierarchy
Similarity
Forgiveness
35. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Uniform Connectedness
Errors
Satisficing
36. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Factor of Safety
Law of Pragnanz
Entry Point
Feedback Loop
37. 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.
Fitts' Law
Forgiveness
Von Restorff Effect
Waist to Hip Ratio
38. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Highlighting
Mnemonic Device
Top- Down Lighting Bias
Life Cycle
39. 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.
Performance Load
Satisficing
Three- Dimensional Projection
Mapping
40. Given a choice between functionally equivalent designs - the simplest design should be selected.
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41. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Attractiveness Bias
Picture Superiority Effect
Form Follows Function
Immersion
42. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Similarity
Constancy
Form Follows Function
Symmetry
43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Signal- to- Noise Ratio
Life Cycle
Normal Distribution
Hierarchy of Needs (Design)
44. 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)
Scaling Fallacy
Top- Down Lighting Bias
Waist to Hip Ratio
Hierarchy of Needs (Design)
45. The usability of a system is improved when similar parts are expressed in similar ways.
Cost-Benefit
Three- Dimensional Projection
Iconic Representation
Consistency
46. 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.
Storytelling
Cognitive Dissonance
Redundancy
Serial Position Effects
47. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Placebo effect
Waist to Hip Ratio
Comparison
48. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Iteration
Modularity
Hawthorne Effect
Comparison
49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Constraint
Inverted Pyramid
Performance vs. Preference
Closure
50. A process in which similar characteristics evolve independently in multiple systems.
Iconic Representation
Satisficing
Constraint
Convergence