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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 tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Scaling Fallacy
Modularity
Attractiveness Bias
Normal Distribution
2. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Similarity
Storytelling
Layering
Closure
3. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Uniform Connectedness
Law of Pragnanz
Form Follows Function
4. The quality of system output is dependent on the quality of system input.
Redundancy
Ockham's Razor
Garbage In - Garbage Out
Common Fate
5. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Hierarchy of Needs (Design)
Alignment
Control
Prospect-Refuge
6. A ratio within the elements of a form - such as height to width - approximating 0.618.
Entry Point
Mental Model
Face- ism Ratio
Golden Ratio
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Fitts' Law
Cost-Benefit
Von Restorff Effect
Mimicry
8. The process of using spatial and environmental information to navigate to a destination.
Self- similarity
Wayfinding
Picture Superiority Effect
Hierarchy
9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Archetype
Mental Model
Entry Point
Storytelling
10. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Normal Distribution
Rule of Thirds
Prospect-Refuge
Face- ism Ratio
11. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Constraint
Good Continuation
Weakest Link
12. A method of limiting the actions that can be performed on a system.
Operant Conditioning
Performance Load
Fibonacci Sequence
Constraint
13. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Mapping
Satisficing
Uniform Connectedness
14. 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.
Performance vs. Preference
Framing
Mapping
Redundancy
15. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Entry Point
Symmetry
Layering
Operant Conditioning
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Serial Position Effects
Threat detection
Von Restorff Effect
Readability
17. An action or ommission of action yielding an unintended result.
Rule of Thirds
Serial Position Effects
Hierarchy
Errors
18. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Form Follows Function
Confirmation
Top- Down Lighting Bias
Prototyping
19. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Operant Conditioning
Iteration
Layering
20. A process of repeating a set of operation until a specific result is achieved.
Iteration
Exposure Effect
Uncertainty Principle
Redundancy
21. 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.
Uniform Connectedness
Gutenberg Diagram
Life Cycle
Good Continuation
22. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Scaling Fallacy
Classical Conditioning
Garbage In - Garbage Out
23. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Mimicry
Interference Effects
Closure
24. An original model on which something is patterned
Scaling Fallacy
Archetype
Hawthorne Effect
Control
25. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Convergence
Performance vs. Preference
Weakest Link
26. The relative ease with which a destination - idea - or concept may be reached.
Prototyping
Accessibility
Alignment
Law of Pragnanz
27. Pictures are remembered better than words.
Face- ism Ratio
Picture Superiority Effect
Iconic Representation
Performance Load
28. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Exposure Effect
Baby-Face Bias
Garbage In - Garbage Out
Layering
29. People understand and interact with systems and environments based on mental representations developed from experience.
Hick's Law
Mental Model
Interference Effects
Orientation Sensitivity
30. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Errors
Golden Ratio
Control
Hierarchy
31. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Law of Pragnanz
Hierarchy of Needs (Design)
Comparison
32. 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.
Classical Conditioning
Flexibility-Usability Tradeoff
Feedback Loop
Rule of Thirds
33. 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.
Cognitive Dissonance
Fibonacci Sequence
Constancy
Redundancy
34. 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?)
Waist to Hip Ratio
Recognition over recall
Readability
Cost-Benefit
35. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Golden Ratio
Comparison
Common Fate
Top- Down Lighting Bias
36. An attribute of an object that allows people to intuitively know how to use it
Inverted Pyramid
Confirmation
Affordance
Classical Conditioning
37. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Hierarchy of Needs (Design)
Threat detection
Immersion
Serial Position Effects
38. 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)
Scaling Fallacy
Alignment
Performance vs. Preference
Closure
39. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Normal Distribution
Orientation Sensitivity
Signal- to- Noise Ratio
Baby-Face Bias
40. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Law of Pragnanz
Feedback Loop
Hawthorne Effect
41. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Chunking
Convergence
Depth of Processing
Expectation Effect
42. A property of visual equivalence among elements in a form.
Archetype
Symmetry
Demand Characteristics
Storytelling
43. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Mapping
Factor of Safety
Von Restorff Effect
Ockham's Razor
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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45. 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
Layering
Forgiveness
Law of Pragnanz
46. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Redundancy
Modularity
Interference Effects
Expectation Effect
47. 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.)
Common Fate
Mimicry
Baby-Face Bias
Expectation Effect
48. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Visibility
Modularity
Pygmalion Effect
Control
49. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Interference Effects
Garbage In - Garbage Out
Shaping
50. 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.
Forgiveness
Mental Model
Chunking
Shaping