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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. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Scaling Fallacy
Baby-Face Bias
Cost-Benefit
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Gutenberg Diagram
Von Restorff Effect
Exposure Effect
Structural Forms
3. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Face- ism Ratio
Common Fate
Hierarchy of Needs (Design)
Confirmation
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Layering
Orientation Sensitivity
Prospect-Refuge
Satisficing
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Forgiveness
Cognitive Dissonance
Fitts' Law
Rule of Thirds
6. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Comparison
Symmetry
Forgiveness
Maslow's Hierarchy of Needs
7. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Serial Position Effects
Mnemonic Device
Shaping
Operant Conditioning
8. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Redundancy
Uncertainty Principle
Symmetry
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Entry Point
Scaling Fallacy
Prototyping
Prospect-Refuge
10. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Uniform Connectedness
Five Hat Racks
Readability
11. A ratio within the elements of a form - such as height to width - approximating 0.618.
Layering
Storytelling
Affordance
Golden Ratio
12. 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.
Serial Position Effects
Common Fate
Savanna Preference
Expectation Effect
13. A technique for bringing attention to an area of text or image.
Five Hat Racks
Comparison
Highlighting
80/20 Rule
14. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Depth of Processing
Mental Model
Development Cycle
Prospect-Refuge
15. 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.
Feedback Loop
Three- Dimensional Projection
Normal Distribution
Comparison
16. An attribute of an object that allows people to intuitively know how to use it
Comparison
Readability
Hierarchy of Needs (Design)
Affordance
17. The time required to move to a target is a function of the target size and distance to the target.
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Life Cycle
Constraint
Five Hat Racks
Iconic Representation
19. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Cost-Benefit
Affordance
Five Hat Racks
20. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Defensible Space
Iconic Representation
Orientation Sensitivity
Fibonacci Sequence
21. 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
Face- ism Ratio
Inverted Pyramid
Fibonacci Sequence
22. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Mental Model
Affordance
Hick's Law
23. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Immersion
Figure-Ground Relationship
Interference Effects
24. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Performance vs. Preference
Top- Down Lighting Bias
Form Follows Function
25. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Proximity
Recognition over recall
Uniform Connectedness
Layering
26. A method of limiting the actions that can be performed on a system.
Constraint
Form Follows Function
Confirmation
Attractiveness Bias
27. 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)
Development Cycle
Scaling Fallacy
Uniform Connectedness
Forgiveness
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Proximity
Similarity
Interference Effects
Rosenthal Effect
29. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Life Cycle
Control
Affordance
Figure-Ground Relationship
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Serial Position Effects
Performance Load
Legibility
31. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Uncertainty Principle
Proximity
Hierarchy
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Flexibility-Usability Tradeoff
Iconic Representation
Inverted Pyramid
Comparison
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Interference Effects
Chunking
Threat detection
Shaping
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Cost-Benefit
Classical Conditioning
Convergence
Redundancy
35. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Modularity
Prototyping
Scaling Fallacy
36. A property of visual equivalence among elements in a form.
Symmetry
Mimicry
Chunking
Common Fate
37. The quality of system output is dependent on the quality of system input.
Prototyping
Satisficing
Garbage In - Garbage Out
Inverted Pyramid
38. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Golden Ratio
Alignment
Scaling Fallacy
Hierarchy
39. 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.
Comparison
Redundancy
Interference Effects
Form Follows Function
40. The tendency for people to perform better or worse based on the expectations of another.
Face- ism Ratio
Archetype
Demand Characteristics
Pygmalion Effect
41. People understand and interact with systems and environments based on mental representations developed from experience.
Storytelling
Convergence
Ockham's Razor
Mental Model
42. 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
Three- Dimensional Projection
Common Fate
Constancy
Pygmalion Effect
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Modularity
Wayfinding
Threat detection
44. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Maslow's Hierarchy of Needs
Factor of Safety
Constraint
Entry Point
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
46. 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
Shaping
Hierarchy of Needs (Design)
Rosenthal Effect
47. As the flexiblity of a system increases - its usability decreases.
Law of Pragnanz
Flexibility-Usability Tradeoff
Serial Position Effects
Layering
48. The tendency for people to behave differently when they know they are being studied
Threat detection
Recognition over recall
Hawthorne Effect
Uncertainty Principle
49. A process in which similar characteristics evolve independently in multiple systems.
Classical Conditioning
Layering
Convergence
Rosenthal Effect
50. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Placebo effect
Signal- to- Noise Ratio
Immersion
Storytelling