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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. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Control
Attractiveness Bias
Top- Down Lighting Bias
2. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Orientation Sensitivity
Prospect-Refuge
Hawthorne Effect
Development Cycle
3. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Uniform Connectedness
Cognitive Dissonance
Recognition over recall
Layering
4. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Comparison
Errors
Legibility
5. Teachers treat students differently based on their expectations of how students will perform.
Classical Conditioning
Rosenthal Effect
Attractiveness Bias
Confirmation
6. 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.
Constraint
Mimicry
Expectation Effect
Mapping
7. People understand and interact with systems and environments based on mental representations developed from experience.
Three- Dimensional Projection
Mental Model
Fibonacci Sequence
Expectation Effect
8. The process of using spatial and environmental information to navigate to a destination.
Prospect-Refuge
Rule of Thirds
Wayfinding
Garbage In - Garbage Out
9. The tendency for people to behave differently when they know they are being studied
Mental Model
Hawthorne Effect
Factor of Safety
Inverted Pyramid
10. Pictures are remembered better than words.
Picture Superiority Effect
Three- Dimensional Projection
Uncertainty Principle
Layering
11. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Shaping
Performance Load
Threat detection
Archetype
12. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Immersion
Mimicry
Mapping
Accessibility
13. Patients experience treatment effects based on their belief that a treatment will work.
Uncertainty Principle
Mapping
Placebo effect
Exposure Effect
14. The time required to move to a target is a function of the target size and distance to the target.
15. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Golden Ratio
Most Average Facial Appearance Effect
Feedback Loop
Storytelling
16. A property of visual equivalence among elements in a form.
Three- Dimensional Projection
Symmetry
Baby-Face Bias
Forgiveness
17. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Similarity
Uncertainty Principle
Shaping
Weakest Link
18. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Halo Effect
Fitts' Law
Entry Point
19. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Serial Position Effects
Layering
Framing
Forgiveness
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Prospect-Refuge
Satisficing
Storytelling
21. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Layering
Proximity
Normal Distribution
Constancy
22. The quality of system output is dependent on the quality of system input.
Signal- to- Noise Ratio
Garbage In - Garbage Out
Redundancy
Top- Down Lighting Bias
23. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hierarchy
Control
Performance vs. Preference
Savanna Preference
24. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Storytelling
Immersion
Baby-Face Bias
Depth of Processing
25. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Savanna Preference
Alignment
Halo Effect
26. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Depth of Processing
Hierarchy of Needs (Design)
Framing
Closure
27. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Five Hat Racks
Constraint
Uncertainty Principle
Form Follows Function
28. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Good Continuation
Proximity
Prototyping
Factor of Safety
29. 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.
Savanna Preference
Readability
Golden Ratio
Closure
30. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Structural Forms
Consistency
Operant Conditioning
Good Continuation
31. 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
Layering
Normal Distribution
Iteration
Common Fate
32. 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.
Layering
Shaping
Serial Position Effects
Flexibility-Usability Tradeoff
33. A sequence of numbers in which each number is the sum of the preceding two.
Serial Position Effects
Prototyping
Fibonacci Sequence
Factor of Safety
34. As the flexiblity of a system increases - its usability decreases.
Exposure Effect
Serial Position Effects
Flexibility-Usability Tradeoff
Consistency
35. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Defensible Space
Five Hat Racks
Modularity
Prospect-Refuge
36. The debgree to which prose can be understood - based on the complexity of words and sentences.
Shaping
Readability
Iteration
Picture Superiority Effect
37. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Classical Conditioning
Baby-Face Bias
Signal- to- Noise Ratio
38. A process of repeating a set of operation until a specific result is achieved.
Hawthorne Effect
Feedback Loop
Iteration
Normal Distribution
39. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Feedback Loop
Performance vs. Preference
Halo Effect
Similarity
40. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Gutenberg Diagram
Halo Effect
Rosenthal Effect
41. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Von Restorff Effect
Golden Ratio
Development Cycle
Scaling Fallacy
42. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Defensible Space
Top- Down Lighting Bias
Errors
Accessibility
43. 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.
Mnemonic Device
Five Hat Racks
Waist to Hip Ratio
Demand Characteristics
44. Memory for recognizing things is better than memory for recalling things.
Depth of Processing
Modularity
Recognition over recall
Face- ism Ratio
45. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Recognition over recall
Mapping
Waist to Hip Ratio
46. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Performance vs. Preference
Scaling Fallacy
Shaping
Mnemonic Device
47. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Scaling Fallacy
Attractiveness Bias
Top- Down Lighting Bias
Fitts' Law
48. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Scaling Fallacy
Orientation Sensitivity
Wayfinding
Classical Conditioning
49. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Gutenberg Diagram
Most Average Facial Appearance Effect
Figure-Ground Relationship
Orientation Sensitivity
50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Cost-Benefit
Baby-Face Bias
Weakest Link
Uncertainty Principle