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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 deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Constraint
Scaling Fallacy
Proximity
Weakest Link
2. Pictures are remembered better than words.
Picture Superiority Effect
Comparison
Alignment
Five Hat Racks
3. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Rule of Thirds
Classical Conditioning
Waist to Hip Ratio
4. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Alignment
Forgiveness
Proximity
5. Given a choice between functionally equivalent designs - the simplest design should be selected.
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6. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Attractiveness Bias
Inverted Pyramid
Uniform Connectedness
Highlighting
7. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Interference Effects
Hierarchy of Needs (Design)
Good Continuation
8. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Normal Distribution
Proximity
Iteration
Interference Effects
9. A process of repeating a set of operation until a specific result is achieved.
Chunking
Structural Forms
Iteration
Wayfinding
10. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Constraint
Savanna Preference
Face- ism Ratio
Immersion
11. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Control
Baby-Face Bias
Interference Effects
Shaping
12. 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.
Consistency
Highlighting
Redundancy
Weakest Link
13. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Alignment
Operant Conditioning
Golden Ratio
14. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Shaping
Performance Load
Hierarchy of Needs (Design)
15. 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.
Waist to Hip Ratio
Mapping
Exposure Effect
Gutenberg Diagram
16. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Orientation Sensitivity
Performance Load
Hierarchy of Needs (Design)
17. 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?)
Prospect-Refuge
Shaping
Expectation Effect
Cost-Benefit
18. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Figure-Ground Relationship
Common Fate
Halo Effect
Rosenthal Effect
19. An original model on which something is patterned
Storytelling
Consistency
Archetype
Immersion
20. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Expectation Effect
Symmetry
Visibility
21. A method of limiting the actions that can be performed on a system.
Constraint
Constancy
Savanna Preference
Exposure Effect
22. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Flexibility-Usability Tradeoff
Law of Pragnanz
Hierarchy
Forgiveness
23. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Forgiveness
Face- ism Ratio
Iteration
Most Average Facial Appearance Effect
24. 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
80/20 Rule
Cognitive Dissonance
Common Fate
Three- Dimensional Projection
25. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Defensible Space
Forgiveness
Performance Load
Prototyping
26. 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.
Chunking
80/20 Rule
Good Continuation
Redundancy
27. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Orientation Sensitivity
Mnemonic Device
Development Cycle
Control
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Visibility
Operant Conditioning
Similarity
Rosenthal Effect
29. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Exposure Effect
Flexibility-Usability Tradeoff
Satisficing
Prototyping
30. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Prospect-Refuge
Most Average Facial Appearance Effect
Convergence
Attractiveness Bias
31. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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32. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Orientation Sensitivity
Five Hat Racks
Control
Entry Point
33. Teachers treat students differently based on their expectations of how students will perform.
Redundancy
Fibonacci Sequence
Rosenthal Effect
Framing
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Comparison
Threat detection
Iteration
35. Patients experience treatment effects based on their belief that a treatment will work.
Orientation Sensitivity
Signal- to- Noise Ratio
Interference Effects
Placebo effect
36. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Five Hat Racks
Hierarchy of Needs (Design)
Depth of Processing
Proximity
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Control
Legibility
Expectation Effect
38. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Orientation Sensitivity
Rosenthal Effect
Form Follows Function
Alignment
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Accessibility
Mapping
Legibility
40. The time it takes to make a decision increases as the number of alternatives increases.
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41. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Framing
Iteration
Factor of Safety
Three- Dimensional Projection
42. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Closure
Framing
Form Follows Function
43. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Life Cycle
Control
Factor of Safety
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Weakest Link
80/20 Rule
Threat detection
Operant Conditioning
45. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Hick's Law
Structural Forms
Mimicry
Redundancy
46. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Face- ism Ratio
47. 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.
Comparison
Highlighting
Chunking
Signal- to- Noise Ratio
48. 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.
Feedback Loop
Good Continuation
Life Cycle
Signal- to- Noise Ratio
49. 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.
Classical Conditioning
Factor of Safety
Savanna Preference
Structural Forms
50. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Cognitive Dissonance
Comparison
Prototyping
Legibility