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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 process of using spatial and environmental information to navigate to a destination.
Wayfinding
Uniform Connectedness
Gutenberg Diagram
Closure
2. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Fibonacci Sequence
Classical Conditioning
Symmetry
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Performance vs. Preference
Affordance
Similarity
Performance Load
4. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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5. A process in which similar characteristics evolve independently in multiple systems.
Waist to Hip Ratio
Five Hat Racks
Development Cycle
Convergence
6. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Iconic Representation
Garbage In - Garbage Out
Visibility
Classical Conditioning
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Satisficing
Attractiveness Bias
Mimicry
Readability
8. 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.)
Halo Effect
Forgiveness
Expectation Effect
Figure-Ground Relationship
9. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Three- Dimensional Projection
Closure
Interference Effects
Garbage In - Garbage Out
10. Pictures are remembered better than words.
Picture Superiority Effect
Top- Down Lighting Bias
Symmetry
Similarity
11. Teachers treat students differently based on their expectations of how students will perform.
Modularity
Rosenthal Effect
Interference Effects
Archetype
12. An original model on which something is patterned
Mental Model
Archetype
Placebo effect
Good Continuation
13. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Shaping
Control
Development Cycle
14. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Storytelling
Factor of Safety
Self- similarity
Entry Point
15. A method of limiting the actions that can be performed on a system.
Cognitive Dissonance
Constraint
Flexibility-Usability Tradeoff
Consistency
16. 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
Satisficing
Savanna Preference
Interference Effects
17. The tendency for people to behave differently when they know they are being studied
Top- Down Lighting Bias
Classical Conditioning
Hierarchy of Needs (Design)
Hawthorne Effect
18. 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
Shaping
Performance vs. Preference
Satisficing
19. A property of visual equivalence among elements in a form.
Serial Position Effects
Classical Conditioning
Expectation Effect
Symmetry
20. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Self- similarity
Uncertainty Principle
Performance vs. Preference
Progressive Disclosure
21. 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
Fitts' Law
Cognitive Dissonance
Three- Dimensional Projection
22. A property in which a form is made up of parts similar to the whole or to one another.
Symmetry
Comparison
Inverted Pyramid
Self- similarity
23. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Picture Superiority Effect
Five Hat Racks
Uniform Connectedness
Cognitive Dissonance
24. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Modularity
Five Hat Racks
Baby-Face Bias
Structural Forms
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.
80/20 Rule
Rule of Thirds
Redundancy
Gutenberg Diagram
26. As the flexiblity of a system increases - its usability decreases.
Similarity
Flexibility-Usability Tradeoff
Mnemonic Device
Layering
27. 80% of the effects generated by any large system are caused by 20% of the variables.
Modularity
Signal- to- Noise Ratio
80/20 Rule
Ockham's Razor
28. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Demand Characteristics
Five Hat Racks
80/20 Rule
Hierarchy of Needs (Design)
29. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Mnemonic Device
Baby-Face Bias
Expectation Effect
Prospect-Refuge
30. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Interference Effects
Storytelling
Factor of Safety
31. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Uniform Connectedness
Forgiveness
Prospect-Refuge
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Similarity
Golden Ratio
Inverted Pyramid
Legibility
33. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Constancy
Pygmalion Effect
Exposure Effect
34. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Performance vs. Preference
Exposure Effect
Layering
35. A sequence of numbers in which each number is the sum of the preceding two.
Similarity
Von Restorff Effect
Fibonacci Sequence
Development Cycle
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Performance Load
Five Hat Racks
Law of Pragnanz
Satisficing
37. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Operant Conditioning
Garbage In - Garbage Out
Signal- to- Noise Ratio
Prospect-Refuge
38. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Constancy
Performance Load
Interference Effects
Inverted Pyramid
39. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Forgiveness
Progressive Disclosure
Weakest Link
Mnemonic Device
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Closure
Figure-Ground Relationship
Legibility
Layering
41. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mnemonic Device
Alignment
Readability
Demand Characteristics
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Similarity
Confirmation
Recognition over recall
Scaling Fallacy
43. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Uniform Connectedness
Savanna Preference
Threat detection
Convergence
44. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Self- similarity
Gutenberg Diagram
Fitts' Law
45. Elements that are close together are percieved to be more related than elements that are farther apart.
Garbage In - Garbage Out
Structural Forms
Consistency
Proximity
46. The usability of a system is improved when its status and methods of use are clearly visible.
Signal- to- Noise Ratio
Visibility
Recognition over recall
Depth of Processing
47. 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.
Constancy
Mapping
Good Continuation
Structural Forms
48. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Layering
Demand Characteristics
Threat detection
Baby-Face Bias
49. 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.
Cost-Benefit
Hierarchy of Needs (Design)
Prototyping
Hick's Law
50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Face- ism Ratio
Storytelling
Garbage In - Garbage Out