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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 tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Performance Load
Mapping
Uniform Connectedness
2. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Recognition over recall
80/20 Rule
Structural Forms
Mimicry
3. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Convergence
Uncertainty Principle
Normal Distribution
4. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Baby-Face Bias
Visibility
Uncertainty Principle
5. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Serial Position Effects
Modularity
Proximity
Depth of Processing
6. An original model on which something is patterned
Exposure Effect
Archetype
Garbage In - Garbage Out
Similarity
7. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Similarity
Visibility
Gutenberg Diagram
8. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Threat detection
Baby-Face Bias
Closure
Gutenberg Diagram
9. Elements that are close together are percieved to be more related than elements that are farther apart.
Modularity
Archetype
Savanna Preference
Proximity
10. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Signal- to- Noise Ratio
Progressive Disclosure
Exposure Effect
Performance Load
11. 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
Cognitive Dissonance
Normal Distribution
Structural Forms
12. 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
Law of Pragnanz
Constraint
Iconic Representation
13. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Fitts' Law
Hierarchy of Needs (Design)
Modularity
Figure-Ground Relationship
14. 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.
Satisficing
Immersion
Waist to Hip Ratio
Interference Effects
15. 80% of the effects generated by any large system are caused by 20% of the variables.
Storytelling
Von Restorff Effect
Fibonacci Sequence
80/20 Rule
16. The tendency for people to perform better or worse based on the expectations of another.
Orientation Sensitivity
Operant Conditioning
Pygmalion Effect
Ockham's Razor
17. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Iconic Representation
Confirmation
Von Restorff Effect
18. 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)
Inverted Pyramid
Accessibility
Scaling Fallacy
Layering
19. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Legibility
Progressive Disclosure
Weakest Link
Immersion
20. A ratio within the elements of a form - such as height to width - approximating 0.618.
Prototyping
Framing
Inverted Pyramid
Golden Ratio
21. 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.)
Immersion
Expectation Effect
Confirmation
Good Continuation
22. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Ockham's Razor
Fitts' Law
Demand Characteristics
Legibility
23. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Von Restorff Effect
Framing
Gutenberg Diagram
Serial Position Effects
24. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Entry Point
Gutenberg Diagram
Factor of Safety
Errors
25. 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
Hierarchy
Exposure Effect
Progressive Disclosure
26. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Signal- to- Noise Ratio
Development Cycle
Fibonacci Sequence
Common Fate
27. 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.
Redundancy
Iteration
Symmetry
Development Cycle
28. An action or ommission of action yielding an unintended result.
Layering
Errors
Common Fate
Pygmalion Effect
29. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Law of Pragnanz
Structural Forms
Halo Effect
Affordance
30. 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
Storytelling
Law of Pragnanz
31. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Prototyping
Face- ism Ratio
Most Average Facial Appearance Effect
Hierarchy of Needs (Design)
32. The process of using spatial and environmental information to navigate to a destination.
Similarity
Savanna Preference
Constraint
Wayfinding
33. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Five Hat Racks
Depth of Processing
Shaping
Normal Distribution
34. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Mapping
Savanna Preference
Interference Effects
35. The usability of a system is improved when similar parts are expressed in similar ways.
Form Follows Function
Chunking
Consistency
Inverted Pyramid
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Baby-Face Bias
Factor of Safety
Savanna Preference
37. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mapping
Shaping
Uniform Connectedness
Constancy
38. A technique for bringing attention to an area of text or image.
Highlighting
Attractiveness Bias
Entry Point
Baby-Face Bias
39. 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
Satisficing
Errors
Forgiveness
40. Teachers treat students differently based on their expectations of how students will perform.
Common Fate
Constraint
Rosenthal Effect
Accessibility
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.
Hierarchy of Needs (Design)
Immersion
Constancy
Weakest Link
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Iteration
Constancy
Readability
Forgiveness
43. An attribute of an object that allows people to intuitively know how to use it
Mimicry
Halo Effect
Baby-Face Bias
Affordance
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
45. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mental Model
Alignment
Shaping
Scaling Fallacy
46. Pictures are remembered better than words.
Iteration
Garbage In - Garbage Out
Picture Superiority Effect
Maslow's Hierarchy of Needs
47. The use of pictorial images to improve the recognition and recall of signs and controls.
Form Follows Function
Operant Conditioning
Iconic Representation
Entry Point
48. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Defensible Space
Performance vs. Preference
Hierarchy
Golden Ratio
49. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Mnemonic Device
Closure
Uncertainty Principle
50. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Shaping
Life Cycle
Self- similarity
Visibility