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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 Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Common Fate
Rosenthal Effect
Chunking
Five Hat Racks
2. 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.
Iconic Representation
Chunking
Redundancy
Threat detection
3. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Development Cycle
Storytelling
Top- Down Lighting Bias
Baby-Face Bias
4. 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
Normal Distribution
Iconic Representation
Form Follows Function
5. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Placebo effect
Cognitive Dissonance
Inverted Pyramid
Defensible Space
6. 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.)
Expectation Effect
Law of Pragnanz
Alignment
Symmetry
7. As the flexiblity of a system increases - its usability decreases.
Proximity
Depth of Processing
Symmetry
Flexibility-Usability Tradeoff
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Self- similarity
Affordance
80/20 Rule
Modularity
9. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Hierarchy of Needs (Design)
Framing
Satisficing
Layering
10. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Mnemonic Device
Cost-Benefit
Hierarchy
Alignment
11. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Mapping
Iconic Representation
Hierarchy
12. Teachers treat students differently based on their expectations of how students will perform.
Accessibility
Classical Conditioning
Threat detection
Rosenthal Effect
13. 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
Proximity
Waist to Hip Ratio
Chunking
14. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
80/20 Rule
Good Continuation
Weakest Link
Self- similarity
15. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Alignment
Picture Superiority Effect
Depth of Processing
16. An attribute of an object that allows people to intuitively know how to use it
Fibonacci Sequence
Attractiveness Bias
Affordance
Depth of Processing
17. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Mental Model
Halo Effect
Control
18. Patients experience treatment effects based on their belief that a treatment will work.
Cost-Benefit
Demand Characteristics
Exposure Effect
Placebo effect
19. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Baby-Face Bias
Mimicry
Common Fate
Life Cycle
20. A process of repeating a set of operation until a specific result is achieved.
Inverted Pyramid
Iteration
Confirmation
Hawthorne Effect
21. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Prospect-Refuge
Chunking
Uniform Connectedness
22. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mimicry
Similarity
Alignment
Expectation Effect
23. Memory for recognizing things is better than memory for recalling things.
Halo Effect
Mental Model
Recognition over recall
Entry Point
24. 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.
Mental Model
Hierarchy
Mapping
Figure-Ground Relationship
25. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Legibility
Serial Position Effects
Archetype
Framing
26. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Placebo effect
Threat detection
Errors
Chunking
27. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Consistency
Scaling Fallacy
Mapping
28. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Shaping
Maslow's Hierarchy of Needs
Good Continuation
Performance Load
29. A property of visual equivalence among elements in a form.
Flexibility-Usability Tradeoff
Scaling Fallacy
Prospect-Refuge
Symmetry
30. 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
Iteration
Picture Superiority Effect
Shaping
31. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Attractiveness Bias
Readability
Hierarchy
Immersion
32. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Flexibility-Usability Tradeoff
Accessibility
Archetype
Attractiveness Bias
33. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Inverted Pyramid
Mapping
Ockham's Razor
Rule of Thirds
34. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Exposure Effect
Cognitive Dissonance
Inverted Pyramid
Performance Load
35. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Prototyping
Constancy
Framing
Constraint
36. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Life Cycle
Wayfinding
Accessibility
37. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Life Cycle
Inverted Pyramid
Prototyping
Fibonacci Sequence
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Halo Effect
Constancy
Operant Conditioning
Progressive Disclosure
39. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Feedback Loop
Cognitive Dissonance
Expectation Effect
40. 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.
Constancy
Hierarchy of Needs (Design)
Mimicry
Proximity
41. People understand and interact with systems and environments based on mental representations developed from experience.
Progressive Disclosure
Mental Model
Hawthorne Effect
Framing
42. Given a choice between functionally equivalent designs - the simplest design should be selected.
43. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Gutenberg Diagram
Normal Distribution
Figure-Ground Relationship
44. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Life Cycle
Fitts' Law
Development Cycle
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Form Follows Function
Development Cycle
80/20 Rule
Common Fate
46. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Fibonacci Sequence
Archetype
Von Restorff Effect
47. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Affordance
Chunking
Performance vs. Preference
Operant Conditioning
48. A technique for bringing attention to an area of text or image.
Normal Distribution
Immersion
Waist to Hip Ratio
Highlighting
49. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Visibility
Face- ism Ratio
Orientation Sensitivity
50. A tendency to see objects and patterns as 3D when certain visual cues are present.
Factor of Safety
Three- Dimensional Projection
Similarity
Inverted Pyramid