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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 greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Self- similarity
Wayfinding
Alignment
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Visibility
Iconic Representation
Performance Load
3. A method of limiting the actions that can be performed on a system.
Golden Ratio
Constraint
Symmetry
Cognitive Dissonance
4. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Legibility
Structural Forms
Orientation Sensitivity
Attractiveness Bias
5. 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.)
Garbage In - Garbage Out
Performance Load
Errors
Expectation Effect
6. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Pygmalion Effect
Hick's Law
Threat detection
Progressive Disclosure
7. 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.
Good Continuation
Cost-Benefit
Modularity
Waist to Hip Ratio
8. Pictures are remembered better than words.
Gutenberg Diagram
Picture Superiority Effect
Storytelling
Top- Down Lighting Bias
9. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Orientation Sensitivity
Recognition over recall
Chunking
Face- ism Ratio
10. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Constraint
Law of Pragnanz
Fitts' Law
Prospect-Refuge
11. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Errors
Mnemonic Device
Halo Effect
Defensible Space
12. 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
Face- ism Ratio
Orientation Sensitivity
Normal Distribution
13. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Interference Effects
Garbage In - Garbage Out
Confirmation
Wayfinding
14. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Five Hat Racks
Uncertainty Principle
Most Average Facial Appearance Effect
Performance Load
15. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Structural Forms
Hierarchy of Needs (Design)
Performance vs. Preference
16. 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.
Demand Characteristics
Five Hat Racks
Ockham's Razor
Feedback Loop
17. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Waist to Hip Ratio
Expectation Effect
Satisficing
Baby-Face Bias
18. A process in which similar characteristics evolve independently in multiple systems.
Mnemonic Device
Hick's Law
Similarity
Convergence
19. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Iteration
Entry Point
Mimicry
Fitts' Law
20. A technique that influences decision making and judgement by manipulating the way information is presented.
Cost-Benefit
Normal Distribution
Framing
Threat detection
21. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Structural Forms
Demand Characteristics
Mimicry
Hierarchy
22. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Weakest Link
Development Cycle
80/20 Rule
Top- Down Lighting Bias
23. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Confirmation
Halo Effect
Mnemonic Device
Uniform Connectedness
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.
Law of Pragnanz
Interference Effects
Highlighting
Mapping
25. 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.
Five Hat Racks
Exposure Effect
Orientation Sensitivity
Hierarchy of Needs (Design)
26. Memory for recognizing things is better than memory for recalling things.
Confirmation
Recognition over recall
Demand Characteristics
Immersion
27. Given a choice between functionally equivalent designs - the simplest design should be selected.
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28. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Three- Dimensional Projection
Hierarchy of Needs (Design)
Cost-Benefit
29. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Wayfinding
Entry Point
Normal Distribution
Savanna Preference
30. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Interference Effects
Threat detection
Pygmalion Effect
Errors
31. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Prototyping
Similarity
Von Restorff Effect
32. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Accessibility
Face- ism Ratio
Hawthorne Effect
33. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Forgiveness
Cost-Benefit
Hierarchy of Needs (Design)
34. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Redundancy
Factor of Safety
Alignment
Most Average Facial Appearance Effect
35. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Uncertainty Principle
Inverted Pyramid
Comparison
Attractiveness Bias
36. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Mimicry
Cognitive Dissonance
Orientation Sensitivity
Picture Superiority Effect
37. A tendency to see objects and patterns as 3D when certain visual cues are present.
Alignment
Three- Dimensional Projection
Legibility
Ockham's Razor
38. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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39. 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.
Affordance
Chunking
Immersion
Shaping
40. 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?)
Mimicry
Cost-Benefit
Self- similarity
Feedback Loop
41. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Most Average Facial Appearance Effect
Inverted Pyramid
Cost-Benefit
Good Continuation
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Accessibility
Threat detection
Constancy
Closure
43. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Convergence
Forgiveness
Immersion
Framing
44. A property in which a form is made up of parts similar to the whole or to one another.
Comparison
Five Hat Racks
Self- similarity
Fitts' Law
45. An attribute of an object that allows people to intuitively know how to use it
Affordance
Readability
Redundancy
Fibonacci Sequence
46. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Constraint
Law of Pragnanz
Life Cycle
Depth of Processing
47. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Hawthorne Effect
Gutenberg Diagram
Threat detection
Accessibility
48. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Interference Effects
Cognitive Dissonance
Golden Ratio
49. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hierarchy
Highlighting
Operant Conditioning
Threat detection
50. 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.
Prototyping
Layering
Exposure Effect
Redundancy