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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 point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Closure
Demand Characteristics
Storytelling
2. 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
Cost-Benefit
Layering
Consistency
3. 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.
Affordance
Feedback Loop
Highlighting
Confirmation
4. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Prospect-Refuge
Forgiveness
Affordance
Entry Point
5. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Confirmation
Demand Characteristics
Fibonacci Sequence
6. 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
Mimicry
Mapping
Pygmalion Effect
7. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Symmetry
Scaling Fallacy
Form Follows Function
8. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Picture Superiority Effect
Flexibility-Usability Tradeoff
Von Restorff Effect
9. 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.)
Face- ism Ratio
Weakest Link
Expectation Effect
Framing
10. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Attractiveness Bias
Ockham's Razor
Operant Conditioning
11. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Shaping
Hierarchy
Serial Position Effects
12. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Garbage In - Garbage Out
Cognitive Dissonance
Face- ism Ratio
Waist to Hip Ratio
13. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Cognitive Dissonance
Expectation Effect
Baby-Face Bias
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Redundancy
Accessibility
Depth of Processing
Waist to Hip Ratio
15. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Forgiveness
Shaping
Consistency
16. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Law of Pragnanz
Baby-Face Bias
Structural Forms
Hierarchy of Needs (Design)
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Operant Conditioning
Shaping
Feedback Loop
Life Cycle
18. The time it takes to make a decision increases as the number of alternatives increases.
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19. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Expectation Effect
Three- Dimensional Projection
Depth of Processing
20. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Feedback Loop
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
21. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Threat detection
Uniform Connectedness
Constraint
Rule of Thirds
22. The tendency for people to perform better or worse based on the expectations of another.
Highlighting
Cost-Benefit
Structural Forms
Pygmalion Effect
23. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Proximity
Golden Ratio
Pygmalion Effect
Five Hat Racks
24. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Performance Load
Confirmation
Most Average Facial Appearance Effect
25. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Legibility
Inverted Pyramid
Hierarchy
Pygmalion Effect
26. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Demand Characteristics
Self- similarity
Form Follows Function
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Picture Superiority Effect
Performance Load
Development Cycle
Demand Characteristics
28. A tendency to see objects and patterns as 3D when certain visual cues are present.
Savanna Preference
Picture Superiority Effect
Three- Dimensional Projection
Inverted Pyramid
29. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Framing
Normal Distribution
Serial Position Effects
30. 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.
Uniform Connectedness
Chunking
Control
Errors
31. 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.
Similarity
Entry Point
Savanna Preference
Classical Conditioning
32. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Rosenthal Effect
Mnemonic Device
Scaling Fallacy
Mimicry
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Weakest Link
Gutenberg Diagram
Garbage In - Garbage Out
Similarity
34. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Halo Effect
Layering
Attractiveness Bias
Depth of Processing
35. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Halo Effect
Feedback Loop
Errors
Normal Distribution
36. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Cost-Benefit
Demand Characteristics
Forgiveness
Law of Pragnanz
37. 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)
Archetype
Scaling Fallacy
Attractiveness Bias
Maslow's Hierarchy of Needs
38. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Signal- to- Noise Ratio
Constancy
Life Cycle
39. 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.
Fitts' Law
Pygmalion Effect
Development Cycle
Mapping
40. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
80/20 Rule
Expectation Effect
Legibility
Control
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Wayfinding
Iconic Representation
Weakest Link
Layering
42. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mimicry
Mnemonic Device
Good Continuation
Control
43. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Progressive Disclosure
Uniform Connectedness
Serial Position Effects
44. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Mapping
Waist to Hip Ratio
Face- ism Ratio
Law of Pragnanz
45. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Cognitive Dissonance
Exposure Effect
Gutenberg Diagram
46. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Progressive Disclosure
Operant Conditioning
Maslow's Hierarchy of Needs
47. Teachers treat students differently based on their expectations of how students will perform.
Rule of Thirds
Affordance
Rosenthal Effect
Maslow's Hierarchy of Needs
48. 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
Life Cycle
Recognition over recall
Iteration
49. Patients experience treatment effects based on their belief that a treatment will work.
Figure-Ground Relationship
Closure
Highlighting
Placebo effect
50. A process in which similar characteristics evolve independently in multiple systems.
Recognition over recall
Convergence
Mental Model
Layering