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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. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Uncertainty Principle
Rosenthal Effect
Control
2. 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
Self- similarity
Accessibility
Attractiveness Bias
3. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Most Average Facial Appearance Effect
Layering
Immersion
Uncertainty Principle
4. A method of limiting the actions that can be performed on a system.
Constraint
Uniform Connectedness
Demand Characteristics
Prototyping
5. The tendency for people to perform better or worse based on the expectations of another.
Gutenberg Diagram
Pygmalion Effect
Exposure Effect
Mental Model
6. An action or ommission of action yielding an unintended result.
Defensible Space
Errors
Readability
Visibility
7. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Gutenberg Diagram
Von Restorff Effect
Immersion
Fitts' Law
8. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Mimicry
Flexibility-Usability Tradeoff
Von Restorff Effect
10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Inverted Pyramid
Face- ism Ratio
Picture Superiority Effect
11. As the flexiblity of a system increases - its usability decreases.
Visibility
Gutenberg Diagram
Flexibility-Usability Tradeoff
Performance Load
12. 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.
Flexibility-Usability Tradeoff
Life Cycle
Chunking
Satisficing
13. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Attractiveness Bias
Cognitive Dissonance
Development Cycle
Redundancy
14. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Forgiveness
Comparison
Face- ism Ratio
Constancy
15. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Signal- to- Noise Ratio
Figure-Ground Relationship
Factor of Safety
Exposure Effect
16. 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
Five Hat Racks
Common Fate
Serial Position Effects
Mapping
17. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Picture Superiority Effect
Mnemonic Device
Weakest Link
Form Follows Function
18. 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.
Five Hat Racks
Interference Effects
Prospect-Refuge
Mapping
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.
Mental Model
Consistency
Good Continuation
Storytelling
20. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Constancy
Visibility
Legibility
Consistency
21. 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.
Expectation Effect
Mental Model
Serial Position Effects
Entry Point
22. The relative ease with which a destination - idea - or concept may be reached.
Control
Performance Load
Threat detection
Accessibility
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Placebo effect
Life Cycle
Constancy
24. A property in which a form is made up of parts similar to the whole or to one another.
Wayfinding
Convergence
Legibility
Self- similarity
25. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Waist to Hip Ratio
Good Continuation
Rule of Thirds
Legibility
26. 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.
Accessibility
Waist to Hip Ratio
Operant Conditioning
Chunking
27. 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)
Mapping
Most Average Facial Appearance Effect
Scaling Fallacy
28. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hierarchy
Archetype
Alignment
Defensible Space
29. The use of pictorial images to improve the recognition and recall of signs and controls.
Top- Down Lighting Bias
Iconic Representation
Redundancy
Errors
30. The time required to move to a target is a function of the target size and distance to the target.
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31. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Fitts' Law
Inverted Pyramid
Comparison
32. 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
Redundancy
Shaping
Depth of Processing
33. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Redundancy
Attractiveness Bias
Factor of Safety
Performance vs. Preference
34. Given a choice between functionally equivalent designs - the simplest design should be selected.
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35. Elements that are similar are perceived to be more related than elements that are dissimilar.
Five Hat Racks
Modularity
Archetype
Similarity
36. 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)
Constancy
Depth of Processing
Scaling Fallacy
Serial Position Effects
37. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Exposure Effect
Performance Load
Progressive Disclosure
Rule of Thirds
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Serial Position Effects
Hierarchy of Needs (Design)
Shaping
Uniform Connectedness
39. 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.
Mnemonic Device
Feedback Loop
Alignment
Gutenberg Diagram
40. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Closure
Attractiveness Bias
Common Fate
Similarity
41. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Garbage In - Garbage Out
Modularity
Weakest Link
Feedback Loop
42. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Threat detection
Mimicry
Satisficing
Mapping
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Form Follows Function
Law of Pragnanz
Confirmation
Control
44. An original model on which something is patterned
Weakest Link
Consistency
Archetype
Immersion
45. The debgree to which prose can be understood - based on the complexity of words and sentences.
Storytelling
Readability
Alignment
Expectation Effect
46. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Convergence
Face- ism Ratio
Picture Superiority Effect
Consistency
47. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Hierarchy of Needs (Design)
Savanna Preference
Convergence
48. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Serial Position Effects
Life Cycle
Classical Conditioning
Ockham's Razor
49. The time it takes to make a decision increases as the number of alternatives increases.
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50. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Figure-Ground Relationship
Interference Effects
Comparison
Law of Pragnanz