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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. A technique for bringing attention to an area of text or image.
Iconic Representation
Operant Conditioning
Highlighting
Hierarchy of Needs (Design)
2. 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.
Hierarchy of Needs (Design)
Common Fate
Confirmation
Mnemonic Device
3. 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
Halo Effect
Weakest Link
Mental Model
4. A property in which a form is made up of parts similar to the whole or to one another.
Chunking
Figure-Ground Relationship
Iteration
Self- similarity
5. 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.
Top- Down Lighting Bias
Layering
Chunking
Serial Position Effects
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Hierarchy of Needs (Design)
Rule of Thirds
Development Cycle
Classical Conditioning
7. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Convergence
Five Hat Racks
Structural Forms
Immersion
8. The usability of a system is improved when its status and methods of use are clearly visible.
Scaling Fallacy
Signal- to- Noise Ratio
Visibility
Constancy
9. A technique that influences decision making and judgement by manipulating the way information is presented.
Attractiveness Bias
Redundancy
Framing
Von Restorff Effect
10. 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?)
Orientation Sensitivity
Serial Position Effects
Factor of Safety
Cost-Benefit
11. The tendency for people to perform better or worse based on the expectations of another.
Inverted Pyramid
Pygmalion Effect
Ockham's Razor
Constancy
12. An action or ommission of action yielding an unintended result.
Errors
Fibonacci Sequence
Signal- to- Noise Ratio
Cost-Benefit
13. 80% of the effects generated by any large system are caused by 20% of the variables.
Weakest Link
80/20 Rule
Visibility
Hierarchy
14. The process of using spatial and environmental information to navigate to a destination.
Scaling Fallacy
Halo Effect
Wayfinding
Cost-Benefit
15. An attribute of an object that allows people to intuitively know how to use it
Control
Affordance
Von Restorff Effect
Storytelling
16. 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.
Top- Down Lighting Bias
Symmetry
Mapping
Defensible Space
17. 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)
Serial Position Effects
Attractiveness Bias
Exposure Effect
Scaling Fallacy
18. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Control
Life Cycle
Scaling Fallacy
Modularity
19. The tendency for people to behave differently when they know they are being studied
Face- ism Ratio
Hawthorne Effect
Storytelling
Mnemonic Device
20. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Operant Conditioning
Fibonacci Sequence
Exposure Effect
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Hierarchy
Wayfinding
Serial Position Effects
22. A method of limiting the actions that can be performed on a system.
Performance vs. Preference
Inverted Pyramid
Constraint
Attractiveness Bias
23. Teachers treat students differently based on their expectations of how students will perform.
Signal- to- Noise Ratio
Visibility
Rosenthal Effect
Iteration
24. A tendency to see objects and patterns as 3D when certain visual cues are present.
Law of Pragnanz
Classical Conditioning
Interference Effects
Three- Dimensional Projection
25. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Highlighting
Prototyping
Expectation Effect
Placebo effect
26. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Garbage In - Garbage Out
Prospect-Refuge
Top- Down Lighting Bias
Face- ism Ratio
27. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Mapping
Figure-Ground Relationship
Fibonacci Sequence
28. A process in which similar characteristics evolve independently in multiple systems.
Pygmalion Effect
Framing
Convergence
Prospect-Refuge
29. 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.
Rosenthal Effect
Savanna Preference
Operant Conditioning
Modularity
30. The usability of a system is improved when similar parts are expressed in similar ways.
Hierarchy
Flexibility-Usability Tradeoff
Consistency
Placebo effect
31. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Halo Effect
Cost-Benefit
Control
Gutenberg Diagram
32. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Hick's Law
Most Average Facial Appearance Effect
Attractiveness Bias
33. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Visibility
Figure-Ground Relationship
Self- similarity
Picture Superiority Effect
34. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Hick's Law
Life Cycle
Expectation Effect
Rule of Thirds
35. A ratio within the elements of a form - such as height to width - approximating 0.618.
Entry Point
Uniform Connectedness
Golden Ratio
Immersion
36. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Normal Distribution
Factor of Safety
Hierarchy
37. A process of repeating a set of operation until a specific result is achieved.
Threat detection
Von Restorff Effect
Iteration
Uniform Connectedness
38. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Framing
Proximity
Layering
39. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Law of Pragnanz
Readability
Performance vs. Preference
Alignment
40. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Factor of Safety
Normal Distribution
Archetype
41. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Proximity
Iteration
Orientation Sensitivity
Placebo effect
42. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Highlighting
Performance vs. Preference
Signal- to- Noise Ratio
43. As the flexiblity of a system increases - its usability decreases.
Cost-Benefit
Flexibility-Usability Tradeoff
Serial Position Effects
Affordance
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Normal Distribution
Proximity
Uncertainty Principle
Structural Forms
45. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Highlighting
Constancy
Life Cycle
Prototyping
46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Structural Forms
Demand Characteristics
Garbage In - Garbage Out
Progressive Disclosure
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Consistency
Convergence
Cognitive Dissonance
Rule of Thirds
48. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Consistency
Classical Conditioning
Mimicry
Serial Position Effects
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Self- similarity
Pygmalion Effect
Threat detection
Shaping
50. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Halo Effect
Layering
Control
Flexibility-Usability Tradeoff