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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. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Placebo effect
Interference Effects
Serial Position Effects
Expectation Effect
2. 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.
Modularity
Feedback Loop
Satisficing
Figure-Ground Relationship
3. 80% of the effects generated by any large system are caused by 20% of the variables.
Modularity
Classical Conditioning
80/20 Rule
Signal- to- Noise Ratio
4. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Proximity
Closure
Control
5. A method of limiting the actions that can be performed on a system.
Serial Position Effects
Savanna Preference
Constraint
Constancy
6. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Fitts' Law
Storytelling
Interference Effects
Closure
7. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Self- similarity
Pygmalion Effect
Hierarchy
8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Entry Point
Layering
Five Hat Racks
Halo Effect
9. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Highlighting
Ockham's Razor
Recognition over recall
Baby-Face Bias
10. A property of visual equivalence among elements in a form.
Symmetry
Convergence
Errors
Legibility
11. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Development Cycle
Orientation Sensitivity
Closure
Structural Forms
12. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Factor of Safety
Prospect-Refuge
Layering
Cognitive Dissonance
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Feedback Loop
Gutenberg Diagram
Storytelling
Mimicry
14. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Form Follows Function
80/20 Rule
Modularity
Hierarchy of Needs (Design)
15. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Placebo effect
80/20 Rule
Threat detection
Mental Model
16. A process of repeating a set of operation until a specific result is achieved.
Mimicry
Symmetry
Layering
Iteration
17. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Wayfinding
Mimicry
Garbage In - Garbage Out
Law of Pragnanz
18. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Mental Model
Development Cycle
Normal Distribution
Depth of Processing
19. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Highlighting
Consistency
Prospect-Refuge
Face- ism Ratio
20. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Classical Conditioning
Comparison
Good Continuation
Common Fate
21. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Common Fate
Garbage In - Garbage Out
Scaling Fallacy
22. The usability of a system is improved when its status and methods of use are clearly visible.
Classical Conditioning
Confirmation
Visibility
Defensible Space
23. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Threat detection
Control
Fibonacci Sequence
Layering
24. A process in which similar characteristics evolve independently in multiple systems.
Uniform Connectedness
Convergence
Iconic Representation
Rule of Thirds
25. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Fitts' Law
Progressive Disclosure
Operant Conditioning
Von Restorff Effect
26. Elements that are similar are perceived to be more related than elements that are dissimilar.
Progressive Disclosure
Similarity
Life Cycle
Satisficing
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.
Closure
Fitts' Law
Hierarchy of Needs (Design)
Depth of Processing
28. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Fitts' Law
Prototyping
Common Fate
Affordance
29. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Expectation Effect
Convergence
Orientation Sensitivity
Top- Down Lighting Bias
30. As the flexiblity of a system increases - its usability decreases.
Alignment
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Mapping
31. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Constraint
Life Cycle
Errors
Demand Characteristics
32. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Satisficing
Shaping
Scaling Fallacy
33. The quality of system output is dependent on the quality of system input.
Satisficing
Maslow's Hierarchy of Needs
Garbage In - Garbage Out
Structural Forms
34. Pictures are remembered better than words.
Attractiveness Bias
Good Continuation
Picture Superiority Effect
Entry Point
35. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hawthorne Effect
Control
Gutenberg Diagram
Forgiveness
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Chunking
Five Hat Racks
Progressive Disclosure
Weakest Link
37. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Figure-Ground Relationship
Gutenberg Diagram
Shaping
Fibonacci Sequence
38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Proximity
Development Cycle
Feedback Loop
39. The tendency for people to behave differently when they know they are being studied
Exposure Effect
Hick's Law
Hierarchy of Needs (Design)
Hawthorne Effect
40. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Affordance
Signal- to- Noise Ratio
Von Restorff Effect
Convergence
41. 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.
Waist to Hip Ratio
Ockham's Razor
Defensible Space
Recognition over recall
42. Patients experience treatment effects based on their belief that a treatment will work.
Convergence
Placebo effect
Garbage In - Garbage Out
Highlighting
43. A property in which a form is made up of parts similar to the whole or to one another.
Garbage In - Garbage Out
Convergence
Self- similarity
Operant Conditioning
44. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Comparison
Inverted Pyramid
Accessibility
Shaping
45. 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?)
Immersion
Framing
Cost-Benefit
Von Restorff Effect
46. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Factor of Safety
Rosenthal Effect
Legibility
Interference Effects
47. An action or ommission of action yielding an unintended result.
Errors
Scaling Fallacy
Consistency
Iconic Representation
48. The usability of a system is improved when similar parts are expressed in similar ways.
Flexibility-Usability Tradeoff
Consistency
Baby-Face Bias
Progressive Disclosure
49. Given a choice between functionally equivalent designs - the simplest design should be selected.
50. An attribute of an object that allows people to intuitively know how to use it
Defensible Space
80/20 Rule
Picture Superiority Effect
Affordance