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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. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Von Restorff Effect
Scaling Fallacy
Signal- to- Noise Ratio
2. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Expectation Effect
Feedback Loop
Forgiveness
3. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Entry Point
Halo Effect
Progressive Disclosure
Uncertainty Principle
4. A method of limiting the actions that can be performed on a system.
Constraint
Three- Dimensional Projection
Mimicry
Signal- to- Noise Ratio
5. A sequence of numbers in which each number is the sum of the preceding two.
Symmetry
Maslow's Hierarchy of Needs
Development Cycle
Fibonacci Sequence
6. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Rosenthal Effect
Structural Forms
Uniform Connectedness
Closure
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Threat detection
Similarity
Archetype
Accessibility
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Savanna Preference
Performance Load
Prospect-Refuge
Entry Point
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Defensible Space
Good Continuation
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
10. A process of repeating a set of operation until a specific result is achieved.
Operant Conditioning
Control
Storytelling
Iteration
11. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Three- Dimensional Projection
Iteration
Modularity
12. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Normal Distribution
Closure
Five Hat Racks
Hawthorne Effect
13. The tendency for people to behave differently when they know they are being studied
Progressive Disclosure
Hawthorne Effect
Entry Point
Golden Ratio
14. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Immersion
Forgiveness
Visibility
Iteration
15. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Symmetry
Law of Pragnanz
Interference Effects
Inverted Pyramid
16. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Defensible Space
Serial Position Effects
Weakest Link
Prospect-Refuge
17. A tendency to see objects and patterns as 3D when certain visual cues are present.
Hierarchy of Needs (Design)
Common Fate
Three- Dimensional Projection
Redundancy
18. 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.
Rule of Thirds
Five Hat Racks
Waist to Hip Ratio
Cognitive Dissonance
19. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Closure
Comparison
Five Hat Racks
Prospect-Refuge
20. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fitts' Law
Control
Highlighting
Progressive Disclosure
21. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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22. 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?)
Signal- to- Noise Ratio
Cost-Benefit
Hick's Law
Legibility
23. The usability of a system is improved when its status and methods of use are clearly visible.
Archetype
Cost-Benefit
Visibility
Iconic Representation
24. Teachers treat students differently based on their expectations of how students will perform.
Constancy
Immersion
Comparison
Rosenthal Effect
25. The tendency for people to perform better or worse based on the expectations of another.
Von Restorff Effect
Classical Conditioning
Structural Forms
Pygmalion Effect
26. 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.
Forgiveness
Mimicry
Structural Forms
Feedback Loop
27. Given a choice between functionally equivalent designs - the simplest design should be selected.
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28. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Iteration
Convergence
Demand Characteristics
Threat detection
29. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy of Needs (Design)
Accessibility
Readability
Progressive Disclosure
30. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Threat detection
Prospect-Refuge
Development Cycle
Hierarchy
31. A ratio within the elements of a form - such as height to width - approximating 0.618.
Mnemonic Device
Alignment
Golden Ratio
Form Follows Function
32. The time it takes to make a decision increases as the number of alternatives increases.
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33. 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.)
Expectation Effect
Iconic Representation
Inverted Pyramid
Structural Forms
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Hawthorne Effect
Uncertainty Principle
Constancy
Factor of Safety
35. 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)
Scaling Fallacy
Progressive Disclosure
Readability
Signal- to- Noise Ratio
36. 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
Performance Load
Mental Model
Layering
37. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Placebo effect
Accessibility
Self- similarity
38. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Control
Ockham's Razor
80/20 Rule
Modularity
39. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Readability
Halo Effect
Picture Superiority Effect
40. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Hierarchy of Needs (Design)
Law of Pragnanz
Normal Distribution
Exposure Effect
41. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Wayfinding
Rule of Thirds
Savanna Preference
Gutenberg Diagram
42. 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.
Attractiveness Bias
Rule of Thirds
Hierarchy of Needs (Design)
Comparison
43. 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.
Forgiveness
Constraint
Layering
Good Continuation
44. The debgree to which prose can be understood - based on the complexity of words and sentences.
Iconic Representation
Readability
Modularity
Closure
45. 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.
Archetype
Serial Position Effects
Orientation Sensitivity
Accessibility
46. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Golden Ratio
Structural Forms
Shaping
Cognitive Dissonance
47. 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.
Redundancy
Readability
Layering
80/20 Rule
48. An original model on which something is patterned
Archetype
Form Follows Function
Proximity
Orientation Sensitivity
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Affordance
Classical Conditioning
Rule of Thirds
50. An attribute of an object that allows people to intuitively know how to use it
Similarity
Affordance
Factor of Safety
Archetype