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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 deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Pygmalion Effect
Weakest Link
Errors
80/20 Rule
2. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Garbage In - Garbage Out
Control
Inverted Pyramid
Uncertainty Principle
3. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mapping
Comparison
Legibility
Picture Superiority Effect
4. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Picture Superiority Effect
Mnemonic Device
Baby-Face Bias
Mental Model
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Constancy
Form Follows Function
Mimicry
Factor of Safety
6. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Flexibility-Usability Tradeoff
Law of Pragnanz
Waist to Hip Ratio
Progressive Disclosure
7. A property of visual equivalence among elements in a form.
Feedback Loop
Wayfinding
Ockham's Razor
Symmetry
8. 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.
Ockham's Razor
Good Continuation
Savanna Preference
Storytelling
9. Elements that are close together are percieved to be more related than elements that are farther apart.
Expectation Effect
Closure
Garbage In - Garbage Out
Proximity
10. An attribute of an object that allows people to intuitively know how to use it
Waist to Hip Ratio
Affordance
Cost-Benefit
Iteration
11. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Uniform Connectedness
Constraint
Constancy
Convergence
12. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Ockham's Razor
Depth of Processing
Attractiveness Bias
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Accessibility
Rosenthal Effect
Figure-Ground Relationship
Halo Effect
14. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Orientation Sensitivity
Von Restorff Effect
Entry Point
Development Cycle
15. Given a choice between functionally equivalent designs - the simplest design should be selected.
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16. 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.
Most Average Facial Appearance Effect
Serial Position Effects
Good Continuation
Constraint
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Affordance
Feedback Loop
Layering
Visibility
18. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Proximity
Hierarchy
Hick's Law
Life Cycle
19. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Baby-Face Bias
Performance vs. Preference
Control
Prototyping
20. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Symmetry
Savanna Preference
Uniform Connectedness
Satisficing
21. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Inverted Pyramid
Cost-Benefit
Life Cycle
Satisficing
22. A process of repeating a set of operation until a specific result is achieved.
Iteration
Ockham's Razor
Figure-Ground Relationship
Prototyping
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Satisficing
Confirmation
24. An action or ommission of action yielding an unintended result.
Similarity
Development Cycle
Errors
Demand Characteristics
25. Teachers treat students differently based on their expectations of how students will perform.
Development Cycle
Uncertainty Principle
Rosenthal Effect
Shaping
26. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Picture Superiority Effect
Placebo effect
Interference Effects
27. Patients experience treatment effects based on their belief that a treatment will work.
Fibonacci Sequence
Placebo effect
Feedback Loop
Life Cycle
28. People understand and interact with systems and environments based on mental representations developed from experience.
Normal Distribution
Prototyping
Hierarchy of Needs (Design)
Mental Model
29. The time it takes to make a decision increases as the number of alternatives increases.
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30. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Comparison
Shaping
Interference Effects
Savanna Preference
31. A tendency to see objects and patterns as 3D when certain visual cues are present.
Garbage In - Garbage Out
Serial Position Effects
Three- Dimensional Projection
Most Average Facial Appearance Effect
32. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Scaling Fallacy
Threat detection
Mnemonic Device
Forgiveness
33. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Baby-Face Bias
Life Cycle
Iteration
34. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Wayfinding
Rule of Thirds
Shaping
Mapping
35. 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
Prototyping
Forgiveness
Entry Point
36. The time required to move to a target is a function of the target size and distance to the target.
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37. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Common Fate
Depth of Processing
Demand Characteristics
Waist to Hip Ratio
38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Storytelling
Garbage In - Garbage Out
Self- similarity
Gutenberg Diagram
39. 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.)
Hierarchy
Cost-Benefit
Expectation Effect
Mnemonic Device
40. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Layering
Most Average Facial Appearance Effect
Legibility
Hierarchy
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Errors
Golden Ratio
Hick's Law
Operant Conditioning
42. The process of using spatial and environmental information to navigate to a destination.
Feedback Loop
Halo Effect
Threat detection
Wayfinding
43. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Attractiveness Bias
Alignment
Savanna Preference
Accessibility
44. 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?)
Cost-Benefit
Golden Ratio
Pygmalion Effect
Redundancy
45. A technique for bringing attention to an area of text or image.
Visibility
Five Hat Racks
Highlighting
Life Cycle
46. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Maslow's Hierarchy of Needs
Placebo effect
Waist to Hip Ratio
47. The tendency for people to behave differently when they know they are being studied
Ockham's Razor
Immersion
Depth of Processing
Hawthorne Effect
48. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Hick's Law
Life Cycle
Performance vs. Preference
Development Cycle
50. The quality of system output is dependent on the quality of system input.
Accessibility
Forgiveness
Depth of Processing
Garbage In - Garbage Out