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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. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Pygmalion Effect
Rosenthal Effect
Development Cycle
Shaping
2. The time required to move to a target is a function of the target size and distance to the target.
3. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Entry Point
Picture Superiority Effect
Comparison
Layering
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Similarity
Cognitive Dissonance
80/20 Rule
Constancy
5. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Closure
Immersion
Golden Ratio
6. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Layering
Similarity
Satisficing
Recognition over recall
7. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Form Follows Function
Archetype
Storytelling
8. A ratio within the elements of a form - such as height to width - approximating 0.618.
Von Restorff Effect
Golden Ratio
Life Cycle
Orientation Sensitivity
9. Pictures are remembered better than words.
Halo Effect
Signal- to- Noise Ratio
Consistency
Picture Superiority Effect
10. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Iteration
Most Average Facial Appearance Effect
Fibonacci Sequence
Uniform Connectedness
11. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Common Fate
Hierarchy
Mental Model
Performance vs. Preference
12. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Consistency
Hierarchy of Needs (Design)
Mimicry
Factor of Safety
13. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Mapping
Uncertainty Principle
Face- ism Ratio
14. A method of limiting the actions that can be performed on a system.
Proximity
Constraint
Alignment
Common Fate
15. A technique for bringing attention to an area of text or image.
Proximity
Maslow's Hierarchy of Needs
Highlighting
Progressive Disclosure
16. The use of pictorial images to improve the recognition and recall of signs and controls.
Placebo effect
Symmetry
Iconic Representation
Serial Position Effects
17. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Highlighting
Structural Forms
Inverted Pyramid
Law of Pragnanz
18. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Convergence
Pygmalion Effect
Confirmation
Expectation Effect
19. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Waist to Hip Ratio
Modularity
Archetype
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Immersion
Mimicry
Exposure Effect
Entry Point
21. 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)
Interference Effects
Serial Position Effects
Mimicry
22. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Hierarchy of Needs (Design)
Normal Distribution
Confirmation
Immersion
23. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
Savanna Preference
24. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Affordance
Constancy
Visibility
25. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Maslow's Hierarchy of Needs
Figure-Ground Relationship
Accessibility
Halo Effect
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Archetype
Modularity
Law of Pragnanz
Mnemonic Device
27. The quality of system output is dependent on the quality of system input.
Most Average Facial Appearance Effect
Performance vs. Preference
Savanna Preference
Garbage In - Garbage Out
28. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Highlighting
Placebo effect
Rule of Thirds
Immersion
29. The tendency for people to perform better or worse based on the expectations of another.
Savanna Preference
Pygmalion Effect
Performance vs. Preference
Exposure Effect
30. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Weakest Link
Visibility
Maslow's Hierarchy of Needs
31. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Redundancy
Iteration
Face- ism Ratio
Five Hat Racks
32. A process of repeating a set of operation until a specific result is achieved.
Iteration
Legibility
Threat detection
Symmetry
33. A tendency to see objects and patterns as 3D when certain visual cues are present.
Halo Effect
Attractiveness Bias
Three- Dimensional Projection
Rosenthal Effect
34. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Accessibility
Depth of Processing
Inverted Pyramid
35. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Savanna Preference
Three- Dimensional Projection
Alignment
36. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Cost-Benefit
Legibility
Exposure Effect
Placebo effect
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Expectation Effect
Figure-Ground Relationship
Structural Forms
Immersion
38. The usability of a system is improved when its status and methods of use are clearly visible.
Legibility
Constancy
Flexibility-Usability Tradeoff
Visibility
39. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Placebo effect
Von Restorff Effect
Comparison
Forgiveness
40. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Interference Effects
Control
Gutenberg Diagram
Uncertainty Principle
41. 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)
Five Hat Racks
Hierarchy of Needs (Design)
Interference Effects
Scaling Fallacy
42. Patients experience treatment effects based on their belief that a treatment will work.
Flexibility-Usability Tradeoff
Placebo effect
Errors
Top- Down Lighting Bias
43. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Accessibility
Classical Conditioning
Highlighting
Threat detection
44. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Law of Pragnanz
Gutenberg Diagram
Threat detection
Mental Model
45. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Gutenberg Diagram
Confirmation
Ockham's Razor
Halo Effect
46. 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.
Mimicry
Waist to Hip Ratio
Orientation Sensitivity
Redundancy
47. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Proximity
Readability
Progressive Disclosure
Performance vs. Preference
48. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Feedback Loop
Development Cycle
Normal Distribution
Performance Load
49. The time it takes to make a decision increases as the number of alternatives increases.
50. A process in which similar characteristics evolve independently in multiple systems.
Picture Superiority Effect
Hierarchy of Needs (Design)
Framing
Convergence