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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. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.
Savanna Preference
Attractiveness Bias
Inverted Pyramid
Alignment
2. An attribute of an object that allows people to intuitively know how to use it
Maslow's Hierarchy of Needs
Form Follows Function
Affordance
Orientation Sensitivity
3. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Satisficing
Orientation Sensitivity
Rule of Thirds
Operant Conditioning
4. A sequence of numbers in which each number is the sum of the preceding two.
Constancy
Factor of Safety
Affordance
Fibonacci Sequence
5. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Three- Dimensional Projection
Ockham's Razor
Performance vs. Preference
6. 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.
Operant Conditioning
Layering
Hierarchy of Needs (Design)
Signal- to- Noise Ratio
7. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Prospect-Refuge
Modularity
Uncertainty Principle
Depth of Processing
8. Teachers treat students differently based on their expectations of how students will perform.
Cognitive Dissonance
Rosenthal Effect
Life Cycle
Comparison
9. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Baby-Face Bias
Symmetry
Comparison
10. 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.
Good Continuation
Confirmation
Satisficing
Threat detection
11. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Cost-Benefit
Constraint
Factor of Safety
Iteration
12. 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
Common Fate
Defensible Space
Performance Load
Hawthorne Effect
13. An original model on which something is patterned
Convergence
Archetype
Ockham's Razor
Rule of Thirds
14. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Operant Conditioning
Baby-Face Bias
Constraint
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Form Follows Function
Orientation Sensitivity
Prototyping
Development Cycle
16. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Entry Point
Modularity
Archetype
17. Pictures are remembered better than words.
Exposure Effect
Picture Superiority Effect
Layering
Convergence
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Convergence
Iteration
Highlighting
19. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Mapping
Cognitive Dissonance
Demand Characteristics
20. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Orientation Sensitivity
Maslow's Hierarchy of Needs
Prototyping
Iteration
21. The usability of a system is improved when similar parts are expressed in similar ways.
Form Follows Function
Consistency
Pygmalion Effect
Recognition over recall
22. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Normal Distribution
Demand Characteristics
Modularity
Baby-Face Bias
23. As the flexiblity of a system increases - its usability decreases.
Rule of Thirds
Weakest Link
Flexibility-Usability Tradeoff
Demand Characteristics
24. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Gutenberg Diagram
Visibility
Development Cycle
25. 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.
Interference Effects
Closure
Redundancy
Threat detection
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Errors
Threat detection
Rosenthal Effect
Immersion
27. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Pygmalion Effect
Mnemonic Device
Ockham's Razor
Orientation Sensitivity
28. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prototyping
Depth of Processing
Halo Effect
Three- Dimensional Projection
29. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Pygmalion Effect
Operant Conditioning
Five Hat Racks
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Uncertainty Principle
Waist to Hip Ratio
Constancy
Structural Forms
31. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Constraint
Hierarchy
Attractiveness Bias
Feedback Loop
32. Given a choice between functionally equivalent designs - the simplest design should be selected.
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33. The quality of system output is dependent on the quality of system input.
Mental Model
Garbage In - Garbage Out
Entry Point
Errors
34. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Modularity
Ockham's Razor
Signal- to- Noise Ratio
Inverted Pyramid
35. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Constraint
Interference Effects
Mimicry
Development Cycle
36. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Performance Load
Law of Pragnanz
Hierarchy of Needs (Design)
Shaping
37. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Operant Conditioning
Golden Ratio
Hawthorne Effect
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Prospect-Refuge
Satisficing
Mnemonic Device
Fibonacci Sequence
39. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Scaling Fallacy
Depth of Processing
Mnemonic Device
40. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Waist to Hip Ratio
Mnemonic Device
Golden Ratio
Life Cycle
41. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Iconic Representation
Redundancy
Most Average Facial Appearance Effect
Mimicry
42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Recognition over recall
Cognitive Dissonance
Performance Load
Savanna Preference
43. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Iteration
Rule of Thirds
Mental Model
Entry Point
44. 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.
Five Hat Racks
Feedback Loop
Face- ism Ratio
Normal Distribution
45. The tendency for people to perform better or worse based on the expectations of another.
Hawthorne Effect
Progressive Disclosure
Depth of Processing
Pygmalion Effect
46. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Readability
Hierarchy
Archetype
47. 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.)
Shaping
Errors
Expectation Effect
Modularity
48. 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.
Serial Position Effects
Convergence
Common Fate
Signal- to- Noise Ratio
49. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Normal Distribution
Constraint
Development Cycle
50. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Three- Dimensional Projection
Visibility
Normal Distribution
Threat detection