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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. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Iconic Representation
Errors
Hick's Law
Forgiveness
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Defensible Space
Self- similarity
Cognitive Dissonance
Operant Conditioning
3. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Constraint
Symmetry
Readability
4. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Attractiveness Bias
Iteration
Wayfinding
Progressive Disclosure
5. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Maslow's Hierarchy of Needs
Satisficing
Defensible Space
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Hierarchy
Serial Position Effects
Inverted Pyramid
Storytelling
7. A technique for bringing attention to an area of text or image.
Highlighting
Weakest Link
Depth of Processing
Interference Effects
8. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Defensible Space
Demand Characteristics
Alignment
Modularity
9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Development Cycle
Modularity
Redundancy
10. 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.
Normal Distribution
Redundancy
Face- ism Ratio
Defensible Space
11. 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)
Shaping
Orientation Sensitivity
Life Cycle
12. 80% of the effects generated by any large system are caused by 20% of the variables.
Attractiveness Bias
80/20 Rule
Flexibility-Usability Tradeoff
Hierarchy of Needs (Design)
13. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Von Restorff Effect
Most Average Facial Appearance Effect
Weakest Link
Interference Effects
14. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Gutenberg Diagram
Accessibility
Interference Effects
Figure-Ground Relationship
15. An action or ommission of action yielding an unintended result.
Errors
Uniform Connectedness
Threat detection
Progressive Disclosure
16. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Structural Forms
Visibility
Constancy
Golden Ratio
17. 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.
Confirmation
Accessibility
Feedback Loop
Factor of Safety
18. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Layering
Development Cycle
Storytelling
Hierarchy
19. A process in which similar characteristics evolve independently in multiple systems.
Depth of Processing
Consistency
Convergence
Threat detection
20. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Mnemonic Device
Rule of Thirds
Archetype
21. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Modularity
Ockham's Razor
Uncertainty Principle
Consistency
22. The process of using spatial and environmental information to navigate to a destination.
Demand Characteristics
Wayfinding
Hick's Law
Feedback Loop
23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Operant Conditioning
Interference Effects
24. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Common Fate
Satisficing
Immersion
Iteration
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Normal Distribution
Serial Position Effects
Wayfinding
26. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Similarity
Iconic Representation
Most Average Facial Appearance Effect
27. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Demand Characteristics
Fitts' Law
Five Hat Racks
28. 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
Rosenthal Effect
Von Restorff Effect
Hierarchy
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Form Follows Function
Signal- to- Noise Ratio
Uniform Connectedness
Factor of Safety
30. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Satisficing
Constancy
Structural Forms
Readability
31. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Entry Point
Picture Superiority Effect
Von Restorff Effect
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.
Serial Position Effects
Cost-Benefit
Performance Load
Forgiveness
33. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Development Cycle
Gutenberg Diagram
Framing
Orientation Sensitivity
34. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Von Restorff Effect
Gutenberg Diagram
Hierarchy
Mapping
35. The tendency for people to behave differently when they know they are being studied
Five Hat Racks
Hawthorne Effect
Normal Distribution
Mental Model
36. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Rosenthal Effect
Scaling Fallacy
Law of Pragnanz
Comparison
37. 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.
Hierarchy
Cognitive Dissonance
Three- Dimensional Projection
Mapping
38. The relative ease with which a destination - idea - or concept may be reached.
Attractiveness Bias
Accessibility
Uniform Connectedness
Figure-Ground Relationship
39. An original model on which something is patterned
Mapping
Archetype
Prototyping
Gutenberg Diagram
40. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Common Fate
Golden Ratio
Maslow's Hierarchy of Needs
Cognitive Dissonance
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Baby-Face Bias
Three- Dimensional Projection
Life Cycle
Figure-Ground Relationship
42. 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.
Redundancy
Hierarchy of Needs (Design)
Waist to Hip Ratio
Chunking
43. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Alignment
Prototyping
Framing
Errors
44. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Form Follows Function
Garbage In - Garbage Out
Framing
45. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Affordance
Convergence
Confirmation
46. 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.)
Weakest Link
Expectation Effect
Flexibility-Usability Tradeoff
Life Cycle
47. As the flexiblity of a system increases - its usability decreases.
Performance Load
Figure-Ground Relationship
Forgiveness
Flexibility-Usability Tradeoff
48. 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?)
Progressive Disclosure
Serial Position Effects
Iteration
Cost-Benefit
49. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Hawthorne Effect
Classical Conditioning
Attractiveness Bias
Law of Pragnanz
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hawthorne Effect
Common Fate
Hick's Law
Inverted Pyramid