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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. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Framing
Golden Ratio
Picture Superiority Effect
Factor of Safety
2. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
Performance Load
Storytelling
3. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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4. 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.)
Baby-Face Bias
Expectation Effect
Redundancy
Waist to Hip Ratio
5. The tendency for people to perform better or worse based on the expectations of another.
Similarity
Rosenthal Effect
Pygmalion Effect
Good Continuation
6. 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
Halo Effect
Entry Point
Top- Down Lighting Bias
7. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Development Cycle
Factor of Safety
Placebo effect
8. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Waist to Hip Ratio
Uncertainty Principle
Closure
Mnemonic Device
9. The process of using spatial and environmental information to navigate to a destination.
Closure
Convergence
Life Cycle
Wayfinding
10. Pictures are remembered better than words.
Picture Superiority Effect
Orientation Sensitivity
Common Fate
Gutenberg Diagram
11. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Errors
Scaling Fallacy
Normal Distribution
12. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Demand Characteristics
Mimicry
Prospect-Refuge
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Factor of Safety
Normal Distribution
Legibility
Classical Conditioning
14. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Orientation Sensitivity
Similarity
Five Hat Racks
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Mimicry
Inverted Pyramid
Rosenthal Effect
Satisficing
16. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Forgiveness
Serial Position Effects
Convergence
17. 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
Expectation Effect
Consistency
Framing
18. A method of limiting the actions that can be performed on a system.
Form Follows Function
Constraint
Weakest Link
Cognitive Dissonance
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Layering
Iconic Representation
Proximity
Similarity
20. The time required to move to a target is a function of the target size and distance to the target.
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21. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Feedback Loop
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
22. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Feedback Loop
Development Cycle
Threat detection
Demand Characteristics
23. An action or ommission of action yielding an unintended result.
Proximity
Self- similarity
Errors
Hierarchy of Needs (Design)
24. Teachers treat students differently based on their expectations of how students will perform.
Maslow's Hierarchy of Needs
Confirmation
Rosenthal Effect
Uncertainty Principle
25. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Maslow's Hierarchy of Needs
Constraint
Proximity
26. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Structural Forms
Errors
Closure
Face- ism Ratio
27. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Operant Conditioning
Mental Model
Confirmation
Uniform Connectedness
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Self- similarity
Waist to Hip Ratio
Flexibility-Usability Tradeoff
Iconic Representation
29. The time it takes to make a decision increases as the number of alternatives increases.
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30. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Savanna Preference
Archetype
Structural Forms
Constraint
31. An attribute of an object that allows people to intuitively know how to use it
Flexibility-Usability Tradeoff
Entry Point
Fitts' Law
Affordance
32. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Modularity
Placebo effect
Entry Point
33. A process of repeating a set of operation until a specific result is achieved.
Iteration
Prospect-Refuge
Progressive Disclosure
Closure
34. Patients experience treatment effects based on their belief that a treatment will work.
Form Follows Function
Development Cycle
Von Restorff Effect
Placebo effect
35. A technique for bringing attention to an area of text or image.
Accessibility
Highlighting
Iconic Representation
Affordance
36. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Three- Dimensional Projection
Serial Position Effects
Prospect-Refuge
Chunking
37. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mental Model
Prospect-Refuge
Attractiveness Bias
Flexibility-Usability Tradeoff
38. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Cognitive Dissonance
Placebo effect
Similarity
39. 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
Immersion
Orientation Sensitivity
Self- similarity
40. 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.
Shaping
Redundancy
Form Follows Function
Baby-Face Bias
41. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Fitts' Law
Attractiveness Bias
Affordance
42. 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?)
Cost-Benefit
Prototyping
Halo Effect
Uniform Connectedness
43. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Operant Conditioning
Control
Modularity
Orientation Sensitivity
44. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Prototyping
Satisficing
Maslow's Hierarchy of Needs
Legibility
45. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Prototyping
Expectation Effect
Gutenberg Diagram
Form Follows Function
46. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Five Hat Racks
Face- ism Ratio
Iconic Representation
Exposure Effect
47. 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.
Prototyping
Waist to Hip Ratio
Placebo effect
Factor of Safety
48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Shaping
Orientation Sensitivity
Normal Distribution
49. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Von Restorff Effect
Demand Characteristics
Face- ism Ratio
50. 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.
Proximity
Rule of Thirds
Feedback Loop
Confirmation