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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. 80% of the effects generated by any large system are caused by 20% of the variables.
Figure-Ground Relationship
Control
80/20 Rule
Exposure Effect
2. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Confirmation
Shaping
Prototyping
Control
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Depth of Processing
Readability
Top- Down Lighting Bias
Exposure Effect
4. The process of using spatial and environmental information to navigate to a destination.
Prototyping
Wayfinding
Scaling Fallacy
Highlighting
5. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Consistency
Closure
Five Hat Racks
Flexibility-Usability Tradeoff
6. As the flexiblity of a system increases - its usability decreases.
Errors
Performance Load
Flexibility-Usability Tradeoff
Pygmalion Effect
7. 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.
Interference Effects
Fitts' Law
Serial Position Effects
Good Continuation
8. The relative ease with which a destination - idea - or concept may be reached.
Most Average Facial Appearance Effect
Halo Effect
Demand Characteristics
Accessibility
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Performance Load
Defensible Space
Halo Effect
10. 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.
Mnemonic Device
Savanna Preference
Classical Conditioning
Entry Point
11. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cost-Benefit
Rule of Thirds
Iconic Representation
Figure-Ground Relationship
12. Given a choice between functionally equivalent designs - the simplest design should be selected.
13. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Depth of Processing
Hierarchy
Attractiveness Bias
Von Restorff Effect
14. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Errors
Forgiveness
Uniform Connectedness
Defensible Space
15. A technique that influences decision making and judgement by manipulating the way information is presented.
Rosenthal Effect
Framing
Mnemonic Device
Closure
16. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Iteration
Mimicry
Storytelling
17. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Constancy
Demand Characteristics
Self- similarity
Modularity
18. Elements that are close together are percieved to be more related than elements that are farther apart.
Control
Picture Superiority Effect
Proximity
Layering
19. The tendency for people to behave differently when they know they are being studied
Satisficing
Life Cycle
Fitts' Law
Hawthorne Effect
20. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Errors
Prototyping
Factor of Safety
Law of Pragnanz
21. A sequence of numbers in which each number is the sum of the preceding two.
Pygmalion Effect
Fibonacci Sequence
Exposure Effect
Cognitive Dissonance
22. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Comparison
80/20 Rule
Interference Effects
Defensible Space
23. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Consistency
Chunking
Prototyping
Hick's Law
24. A process of repeating a set of operation until a specific result is achieved.
Accessibility
Proximity
Defensible Space
Iteration
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Von Restorff Effect
Classical Conditioning
Law of Pragnanz
Consistency
26. The debgree to which prose can be understood - based on the complexity of words and sentences.
Recognition over recall
Archetype
Readability
Factor of Safety
27. 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.
Mapping
Legibility
Constraint
Cost-Benefit
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Mnemonic Device
Performance vs. Preference
Three- Dimensional Projection
29. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Immersion
Entry Point
Gutenberg Diagram
Hick's Law
30. An action or ommission of action yielding an unintended result.
Cognitive Dissonance
Errors
Normal Distribution
Picture Superiority Effect
31. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Entry Point
Comparison
Top- Down Lighting Bias
Demand Characteristics
32. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Defensible Space
Modularity
Signal- to- Noise Ratio
Immersion
33. Elements that are similar are perceived to be more related than elements that are dissimilar.
Highlighting
Similarity
80/20 Rule
Accessibility
34. The time it takes to make a decision increases as the number of alternatives increases.
35. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Prospect-Refuge
Proximity
Most Average Facial Appearance Effect
Iteration
36. A ratio within the elements of a form - such as height to width - approximating 0.618.
Classical Conditioning
Symmetry
Five Hat Racks
Golden Ratio
37. Teachers treat students differently based on their expectations of how students will perform.
Hierarchy of Needs (Design)
Uncertainty Principle
Performance vs. Preference
Rosenthal Effect
38. A method of limiting the actions that can be performed on a system.
Five Hat Racks
Constraint
Maslow's Hierarchy of Needs
Cost-Benefit
39. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Picture Superiority Effect
Self- similarity
Demand Characteristics
40. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Proximity
Interference Effects
80/20 Rule
Forgiveness
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Cognitive Dissonance
Constraint
Weakest Link
42. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Attractiveness Bias
Wayfinding
Convergence
43. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hawthorne Effect
Self- similarity
Five Hat Racks
Alignment
44. An original model on which something is patterned
Redundancy
Prospect-Refuge
Archetype
Control
45. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Closure
Immersion
Recognition over recall
Comparison
46. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Most Average Facial Appearance Effect
Layering
Prospect-Refuge
Baby-Face Bias
47. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
80/20 Rule
Inverted Pyramid
Self- similarity
Hierarchy of Needs (Design)
48. An attribute of an object that allows people to intuitively know how to use it
Common Fate
Orientation Sensitivity
Threat detection
Affordance
49. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Forgiveness
Legibility
Five Hat Racks
Prospect-Refuge
50. 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)
Scaling Fallacy
Weakest Link
Uncertainty Principle
Picture Superiority Effect