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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. Memory for recognizing things is better than memory for recalling things.
Flexibility-Usability Tradeoff
Alignment
Recognition over recall
Affordance
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Factor of Safety
Inverted Pyramid
Constancy
3. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Factor of Safety
Structural Forms
Mnemonic Device
4. The usability of a system is improved when its status and methods of use are clearly visible.
Serial Position Effects
Errors
Entry Point
Visibility
5. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Placebo effect
Law of Pragnanz
Mimicry
Legibility
6. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Forgiveness
Shaping
Baby-Face Bias
Halo Effect
7. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Rosenthal Effect
Satisficing
Constancy
8. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Mimicry
Operant Conditioning
Highlighting
9. A tendency to see objects and patterns as 3D when certain visual cues are present.
Threat detection
Hierarchy
Chunking
Three- Dimensional Projection
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Classical Conditioning
Flexibility-Usability Tradeoff
Expectation Effect
Attractiveness Bias
11. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Visibility
Hick's Law
Iconic Representation
Factor of Safety
12. 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
Archetype
Golden Ratio
Ockham's Razor
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Most Average Facial Appearance Effect
Errors
Hierarchy
14. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.
Hierarchy of Needs (Design)
Von Restorff Effect
Mental Model
Gutenberg Diagram
15. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Fibonacci Sequence
Form Follows Function
Accessibility
Exposure Effect
16. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Development Cycle
Weakest Link
Immersion
Form Follows Function
17. The quality of system output is dependent on the quality of system input.
Self- similarity
Uncertainty Principle
Gutenberg Diagram
Garbage In - Garbage Out
18. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Fitts' Law
Redundancy
Archetype
19. A sequence of numbers in which each number is the sum of the preceding two.
Von Restorff Effect
Accessibility
Fibonacci Sequence
Threat detection
20. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Wayfinding
Constraint
Law of Pragnanz
21. 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.
Iteration
Normal Distribution
Waist to Hip Ratio
Signal- to- Noise Ratio
22. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Development Cycle
Law of Pragnanz
Modularity
Consistency
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Attractiveness Bias
Cognitive Dissonance
Life Cycle
Baby-Face Bias
24. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Entry Point
Alignment
Mapping
Constancy
25. A process of repeating a set of operation until a specific result is achieved.
Iteration
Uniform Connectedness
Law of Pragnanz
Readability
26. 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.
Convergence
Operant Conditioning
Redundancy
Constancy
27. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Depth of Processing
Weakest Link
80/20 Rule
Progressive Disclosure
28. Given a choice between functionally equivalent designs - the simplest design should be selected.
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29. Pictures are remembered better than words.
Common Fate
Picture Superiority Effect
Inverted Pyramid
Proximity
30. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Iconic Representation
Prototyping
Proximity
31. As the flexiblity of a system increases - its usability decreases.
Legibility
Flexibility-Usability Tradeoff
Uncertainty Principle
Inverted Pyramid
32. The usability of a system is improved when similar parts are expressed in similar ways.
Demand Characteristics
Consistency
Immersion
Self- similarity
33. 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)
Golden Ratio
Scaling Fallacy
Von Restorff Effect
Factor of Safety
34. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Errors
Normal Distribution
Cognitive Dissonance
35. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Constraint
Modularity
Halo Effect
36. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Symmetry
Von Restorff Effect
Hawthorne Effect
Halo Effect
37. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Ockham's Razor
Life Cycle
Maslow's Hierarchy of Needs
Alignment
38. A method of limiting the actions that can be performed on a system.
Constraint
Hierarchy
Proximity
Wayfinding
39. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Prototyping
Recognition over recall
Orientation Sensitivity
Law of Pragnanz
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Five Hat Racks
Cognitive Dissonance
Baby-Face Bias
Development Cycle
41. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Maslow's Hierarchy of Needs
Life Cycle
Chunking
Hierarchy
42. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Operant Conditioning
Affordance
Framing
43. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Flexibility-Usability Tradeoff
Picture Superiority Effect
Comparison
Uncertainty Principle
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
Serial Position Effects
Recognition over recall
Proximity
45. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Modularity
80/20 Rule
Confirmation
Iconic Representation
46. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Baby-Face Bias
Scaling Fallacy
Satisficing
Halo Effect
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Hierarchy of Needs (Design)
Life Cycle
Readability
Law of Pragnanz
48. An original model on which something is patterned
Mental Model
Classical Conditioning
Errors
Archetype
49. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Defensible Space
Performance Load
Errors
Iconic Representation
50. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Expectation Effect
Good Continuation
Fibonacci Sequence