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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. 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.
Mimicry
Hierarchy of Needs (Design)
Iconic Representation
Rosenthal Effect
2. 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)
Halo Effect
Scaling Fallacy
Layering
Confirmation
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Chunking
Mapping
Five Hat Racks
Mimicry
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Gutenberg Diagram
Uncertainty Principle
Fitts' Law
Confirmation
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Performance Load
Progressive Disclosure
Rule of Thirds
Factor of Safety
6. A sequence of numbers in which each number is the sum of the preceding two.
Shaping
Fibonacci Sequence
Inverted Pyramid
Figure-Ground Relationship
7. 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.
Recognition over recall
Layering
Feedback Loop
Good Continuation
8. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Shaping
Operant Conditioning
Factor of Safety
Constancy
9. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Modularity
Performance Load
Hierarchy
80/20 Rule
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Prototyping
Shaping
Framing
11. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Defensible Space
Visibility
Inverted Pyramid
Progressive Disclosure
12. The quality of system output is dependent on the quality of system input.
Cognitive Dissonance
Five Hat Racks
Feedback Loop
Garbage In - Garbage Out
13. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Similarity
Placebo effect
Mimicry
14. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Forgiveness
Factor of Safety
Operant Conditioning
Expectation Effect
15. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Figure-Ground Relationship
Good Continuation
Depth of Processing
Closure
16. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Ockham's Razor
Face- ism Ratio
Confirmation
Signal- to- Noise Ratio
17. The tendency for people to behave differently when they know they are being studied
Closure
Law of Pragnanz
Proximity
Hawthorne Effect
18. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Pygmalion Effect
Halo Effect
Inverted Pyramid
Archetype
19. The time it takes to make a decision increases as the number of alternatives increases.
20. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Golden Ratio
Depth of Processing
Accessibility
21. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Operant Conditioning
Exposure Effect
Control
Factor of Safety
22. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Exposure Effect
Prototyping
Confirmation
23. An original model on which something is patterned
Storytelling
Archetype
Consistency
Pygmalion Effect
24. The usability of a system is improved when similar parts are expressed in similar ways.
Framing
Garbage In - Garbage Out
Consistency
Mental Model
25. A technique for bringing attention to an area of text or image.
Highlighting
Picture Superiority Effect
Archetype
Development Cycle
26. A property of visual equivalence among elements in a form.
Self- similarity
Visibility
Symmetry
80/20 Rule
27. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Cognitive Dissonance
Interference Effects
Expectation Effect
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Law of Pragnanz
Symmetry
Figure-Ground Relationship
29. The tendency for people to perform better or worse based on the expectations of another.
Rule of Thirds
Weakest Link
Pygmalion Effect
Von Restorff Effect
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Development Cycle
Hawthorne Effect
Factor of Safety
Life Cycle
31. Pictures are remembered better than words.
Performance vs. Preference
Form Follows Function
Visibility
Picture Superiority Effect
32. Elements that are close together are percieved to be more related than elements that are farther apart.
Layering
Expectation Effect
Proximity
Law of Pragnanz
33. 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.
Chunking
Performance vs. Preference
Entry Point
Performance Load
34. A tendency to see objects and patterns as 3D when certain visual cues are present.
Von Restorff Effect
Three- Dimensional Projection
Affordance
Immersion
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Mapping
Feedback Loop
Expectation Effect
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Constancy
Interference Effects
Weakest Link
Rule of Thirds
37. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Common Fate
Self- similarity
Weakest Link
38. 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?)
Alignment
Satisficing
Expectation Effect
Cost-Benefit
39. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Mental Model
Form Follows Function
Classical Conditioning
Demand Characteristics
40. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Legibility
Entry Point
Constancy
41. A method of limiting the actions that can be performed on a system.
Forgiveness
Three- Dimensional Projection
Constraint
Ockham's Razor
42. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
80/20 Rule
Symmetry
Inverted Pyramid
43. 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.
Maslow's Hierarchy of Needs
Rosenthal Effect
Satisficing
Savanna Preference
44. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Signal- to- Noise Ratio
Interference Effects
Gutenberg Diagram
Fitts' Law
45. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Prototyping
Picture Superiority Effect
Confirmation
46. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Visibility
Iconic Representation
Mental Model
Prototyping
47. Given a choice between functionally equivalent designs - the simplest design should be selected.
48. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Classical Conditioning
Performance Load
Visibility
Hierarchy
49. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Golden Ratio
Three- Dimensional Projection
Structural Forms
Exposure Effect
50. 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
Shaping
Fibonacci Sequence
Hawthorne Effect