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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. 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?)
Five Hat Racks
Closure
Storytelling
Cost-Benefit
2. The time it takes to make a decision increases as the number of alternatives increases.
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3. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Baby-Face Bias
Cognitive Dissonance
Golden Ratio
Fitts' Law
4. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Symmetry
Normal Distribution
Performance Load
5. The tendency for people to behave differently when they know they are being studied
Uniform Connectedness
Hawthorne Effect
Five Hat Racks
Convergence
6. Given a choice between functionally equivalent designs - the simplest design should be selected.
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7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Readability
Baby-Face Bias
Mental Model
8. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Structural Forms
Picture Superiority Effect
Normal Distribution
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
80/20 Rule
Satisficing
Shaping
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Face- ism Ratio
Demand Characteristics
Cognitive Dissonance
Golden Ratio
11. An attribute of an object that allows people to intuitively know how to use it
Progressive Disclosure
Serial Position Effects
Constraint
Affordance
12. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Depth of Processing
Face- ism Ratio
Comparison
13. A process of repeating a set of operation until a specific result is achieved.
Inverted Pyramid
Modularity
Iteration
Form Follows Function
14. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Immersion
Maslow's Hierarchy of Needs
Form Follows Function
Hick's Law
15. The usability of a system is improved when its status and methods of use are clearly visible.
Gutenberg Diagram
Archetype
Baby-Face Bias
Visibility
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Cost-Benefit
Halo Effect
Layering
17. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Affordance
Recognition over recall
Entry Point
18. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Pygmalion Effect
Ockham's Razor
Scaling Fallacy
Factor of Safety
19. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Form Follows Function
Life Cycle
Serial Position Effects
Hierarchy
20. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Pygmalion Effect
Rosenthal Effect
Golden Ratio
Gutenberg Diagram
21. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Feedback Loop
Figure-Ground Relationship
Mental Model
22. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Affordance
Law of Pragnanz
Operant Conditioning
Comparison
23. 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.
Exposure Effect
Hawthorne Effect
Hierarchy
Redundancy
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Rule of Thirds
Interference Effects
Prospect-Refuge
Exposure Effect
25. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Framing
Five Hat Racks
Confirmation
Closure
26. Teachers treat students differently based on their expectations of how students will perform.
Satisficing
Chunking
Top- Down Lighting Bias
Rosenthal Effect
27. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Proximity
Prototyping
Normal Distribution
Readability
28. An action or ommission of action yielding an unintended result.
Good Continuation
Attractiveness Bias
Entry Point
Errors
29. 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.
Good Continuation
Serial Position Effects
Operant Conditioning
Factor of Safety
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Performance Load
Feedback Loop
Constancy
Demand Characteristics
31. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Consistency
Pygmalion Effect
Weakest Link
Control
32. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Wayfinding
Placebo effect
Errors
33. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
80/20 Rule
Entry Point
Maslow's Hierarchy of Needs
Performance vs. Preference
34. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Classical Conditioning
Hierarchy
Self- similarity
Iteration
35. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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36. The time required to move to a target is a function of the target size and distance to the target.
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37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Comparison
Face- ism Ratio
Top- Down Lighting Bias
Savanna Preference
38. Elements that are close together are percieved to be more related than elements that are farther apart.
Threat detection
Mnemonic Device
Proximity
Hierarchy of Needs (Design)
39. The relative ease with which a destination - idea - or concept may be reached.
Threat detection
Hierarchy
Inverted Pyramid
Accessibility
40. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mapping
Interference Effects
Ockham's Razor
Prospect-Refuge
41. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Weakest Link
Closure
Performance Load
Uncertainty Principle
42. A property of visual equivalence among elements in a form.
Weakest Link
Symmetry
Confirmation
Rosenthal Effect
43. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Immersion
Expectation Effect
Most Average Facial Appearance Effect
Convergence
44. The use of pictorial images to improve the recognition and recall of signs and controls.
Comparison
Chunking
Iconic Representation
Performance Load
45. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Three- Dimensional Projection
Readability
Most Average Facial Appearance Effect
Classical Conditioning
46. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Garbage In - Garbage Out
Three- Dimensional Projection
Uniform Connectedness
Storytelling
47. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Pygmalion Effect
Hierarchy
Closure
Modularity
48. 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.
Uniform Connectedness
Savanna Preference
Mapping
Forgiveness
49. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Face- ism Ratio
Hierarchy
Factor of Safety
50. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mnemonic Device
Savanna Preference
Mimicry
Rule of Thirds