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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 organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Threat detection
Redundancy
Layering
Savanna Preference
2. A method of limiting the actions that can be performed on a system.
Archetype
Constraint
Fibonacci Sequence
Cognitive Dissonance
3. 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
Uncertainty Principle
Good Continuation
Common Fate
4. A sequence of numbers in which each number is the sum of the preceding two.
Rule of Thirds
Pygmalion Effect
Fibonacci Sequence
Chunking
5. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Shaping
Confirmation
Constancy
Life Cycle
6. The usability of a system is improved when its status and methods of use are clearly visible.
Flexibility-Usability Tradeoff
Visibility
Placebo effect
Comparison
7. Teachers treat students differently based on their expectations of how students will perform.
Halo Effect
Rosenthal Effect
Prototyping
Signal- to- Noise Ratio
8. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Rosenthal Effect
Mnemonic Device
Iteration
9. An attribute of an object that allows people to intuitively know how to use it
Mental Model
Most Average Facial Appearance Effect
Symmetry
Affordance
10. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Maslow's Hierarchy of Needs
Form Follows Function
Cognitive Dissonance
Mapping
11. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Control
Prototyping
Operant Conditioning
Ockham's Razor
12. A property in which a form is made up of parts similar to the whole or to one another.
Feedback Loop
Good Continuation
Performance Load
Self- similarity
13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Layering
Mnemonic Device
Demand Characteristics
Halo Effect
14. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Legibility
Garbage In - Garbage Out
Inverted Pyramid
Development Cycle
15. An action or ommission of action yielding an unintended result.
Garbage In - Garbage Out
Errors
Hierarchy
80/20 Rule
16. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Signal- to- Noise Ratio
Constancy
Iteration
17. 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.
Demand Characteristics
Savanna Preference
Archetype
Convergence
18. Given a choice between functionally equivalent designs - the simplest design should be selected.
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19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Fibonacci Sequence
Three- Dimensional Projection
Hawthorne Effect
Golden Ratio
20. 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.
Hierarchy of Needs (Design)
Good Continuation
Flexibility-Usability Tradeoff
Layering
21. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Ockham's Razor
Prospect-Refuge
Defensible Space
Halo Effect
22. A ratio within the elements of a form - such as height to width - approximating 0.618.
Prospect-Refuge
Exposure Effect
Shaping
Golden Ratio
23. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Proximity
Face- ism Ratio
Operant Conditioning
Rosenthal Effect
24. 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
Self- similarity
Control
Fitts' Law
25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Control
Closure
Operant Conditioning
26. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Shaping
Picture Superiority Effect
Accessibility
27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Alignment
Hawthorne Effect
Closure
28. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Maslow's Hierarchy of Needs
Development Cycle
Common Fate
Baby-Face Bias
29. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Highlighting
Cognitive Dissonance
Control
Hierarchy of Needs (Design)
30. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Baby-Face Bias
Exposure Effect
Fibonacci Sequence
Rule of Thirds
31. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Proximity
Top- Down Lighting Bias
Threat detection
Progressive Disclosure
32. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Garbage In - Garbage Out
Baby-Face Bias
Common Fate
33. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Wayfinding
Accessibility
Feedback Loop
Attractiveness Bias
34. An original model on which something is patterned
Fibonacci Sequence
Archetype
Law of Pragnanz
Highlighting
35. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Most Average Facial Appearance Effect
Alignment
Errors
Factor of Safety
36. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Prototyping
Similarity
Operant Conditioning
37. The time required to move to a target is a function of the target size and distance to the target.
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38. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Picture Superiority Effect
Operant Conditioning
Gutenberg Diagram
39. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Confirmation
Garbage In - Garbage Out
Weakest Link
Von Restorff Effect
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Accessibility
Law of Pragnanz
Operant Conditioning
Exposure Effect
41. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Immersion
Self- similarity
Redundancy
Mnemonic Device
42. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Self- similarity
Expectation Effect
Flexibility-Usability Tradeoff
43. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Chunking
Serial Position Effects
Closure
80/20 Rule
44. Elements that are similar are perceived to be more related than elements that are dissimilar.
Pygmalion Effect
Face- ism Ratio
Similarity
Hick's Law
45. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Hawthorne Effect
Golden Ratio
Modularity
Orientation Sensitivity
46. A technique that influences decision making and judgement by manipulating the way information is presented.
Constraint
Inverted Pyramid
Framing
Waist to Hip Ratio
47. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Confirmation
Hierarchy of Needs (Design)
Comparison
Fibonacci Sequence
48. Pictures are remembered better than words.
Pygmalion Effect
Picture Superiority Effect
Inverted Pyramid
Serial Position Effects
49. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Layering
Visibility
Face- ism Ratio
Common Fate
50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Comparison
Legibility
Baby-Face Bias
Mimicry