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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 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?)
Maslow's Hierarchy of Needs
Threat detection
Top- Down Lighting Bias
Cost-Benefit
2. 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.
Mimicry
Progressive Disclosure
Redundancy
Constancy
3. 80% of the effects generated by any large system are caused by 20% of the variables.
Visibility
80/20 Rule
Mapping
Operant Conditioning
4. A process of repeating a set of operation until a specific result is achieved.
Iteration
Fibonacci Sequence
Layering
Top- Down Lighting Bias
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Chunking
Alignment
Development Cycle
6. The debgree to which prose can be understood - based on the complexity of words and sentences.
Demand Characteristics
Visibility
Orientation Sensitivity
Readability
7. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Legibility
Comparison
Three- Dimensional Projection
8. 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.
Law of Pragnanz
Serial Position Effects
Scaling Fallacy
Classical Conditioning
9. A property of visual equivalence among elements in a form.
Prospect-Refuge
Common Fate
Symmetry
Entry Point
10. As the flexiblity of a system increases - its usability decreases.
Cognitive Dissonance
Highlighting
Flexibility-Usability Tradeoff
Pygmalion Effect
11. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Modularity
Prototyping
Depth of Processing
Forgiveness
12. A property in which a form is made up of parts similar to the whole or to one another.
Satisficing
Alignment
Self- similarity
Symmetry
13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Mimicry
Mental Model
Baby-Face Bias
14. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Threat detection
Factor of Safety
Entry Point
Common Fate
15. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Layering
Classical Conditioning
Normal Distribution
Proximity
16. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Von Restorff Effect
Orientation Sensitivity
Three- Dimensional Projection
Classical Conditioning
17. A technique that influences decision making and judgement by manipulating the way information is presented.
Cognitive Dissonance
Framing
Redundancy
Weakest Link
18. The usability of a system is improved when its status and methods of use are clearly visible.
Immersion
Baby-Face Bias
Layering
Visibility
19. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Good Continuation
Errors
Mimicry
Classical Conditioning
20. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Three- Dimensional Projection
Readability
Normal Distribution
Demand Characteristics
21. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Errors
80/20 Rule
Pygmalion Effect
22. 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.
Hierarchy
Proximity
Waist to Hip Ratio
Flexibility-Usability Tradeoff
23. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Face- ism Ratio
Common Fate
Proximity
Errors
24. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Framing
Threat detection
Common Fate
25. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Serial Position Effects
Iconic Representation
Five Hat Racks
Waist to Hip Ratio
26. A process in which similar characteristics evolve independently in multiple systems.
Mimicry
Depth of Processing
Demand Characteristics
Convergence
27. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Comparison
Ockham's Razor
Closure
Immersion
28. The process of using spatial and environmental information to navigate to a destination.
Top- Down Lighting Bias
Wayfinding
Closure
Mnemonic Device
29. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Performance vs. Preference
Modularity
Inverted Pyramid
30. 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
Highlighting
Most Average Facial Appearance Effect
Mnemonic Device
31. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Closure
Feedback Loop
Progressive Disclosure
Hawthorne Effect
32. 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.)
Threat detection
Expectation Effect
Demand Characteristics
Shaping
33. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Fibonacci Sequence
Inverted Pyramid
Von Restorff Effect
Confirmation
34. Teachers treat students differently based on their expectations of how students will perform.
Threat detection
Development Cycle
Rosenthal Effect
Figure-Ground Relationship
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Entry Point
Life Cycle
Law of Pragnanz
Mimicry
36. An action or ommission of action yielding an unintended result.
Classical Conditioning
Errors
Chunking
Constancy
37. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
Affordance
Mnemonic Device
38. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Rule of Thirds
Fibonacci Sequence
Mimicry
Proximity
39. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy
Accessibility
Control
Fitts' Law
40. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Life Cycle
Layering
Mimicry
Von Restorff Effect
41. 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.
Alignment
Savanna Preference
Form Follows Function
Halo Effect
42. People understand and interact with systems and environments based on mental representations developed from experience.
Layering
Comparison
Exposure Effect
Mental Model
43. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Defensible Space
Rule of Thirds
Readability
44. The tendency for people to behave differently when they know they are being studied
Cognitive Dissonance
Normal Distribution
Iconic Representation
Hawthorne Effect
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Picture Superiority Effect
Confirmation
Cognitive Dissonance
Development Cycle
46. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Placebo effect
Defensible Space
Mental Model
Readability
47. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Iconic Representation
Performance vs. Preference
Halo Effect
Attractiveness Bias
48. 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)
Accessibility
Archetype
Legibility
Scaling Fallacy
49. Elements that are close together are percieved to be more related than elements that are farther apart.
Uncertainty Principle
Proximity
80/20 Rule
Face- ism Ratio
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Structural Forms
Life Cycle
Form Follows Function
Depth of Processing