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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. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Layering
Satisficing
Three- Dimensional Projection
Modularity
2. 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.)
Classical Conditioning
Expectation Effect
Hawthorne Effect
Fitts' Law
3. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Mental Model
Baby-Face Bias
Shaping
Recognition over recall
4. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Consistency
Entry Point
Structural Forms
5. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Pygmalion Effect
Prospect-Refuge
Orientation Sensitivity
6. 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.
Uncertainty Principle
Weakest Link
Waist to Hip Ratio
Savanna Preference
7. The quality of system output is dependent on the quality of system input.
Hawthorne Effect
Garbage In - Garbage Out
Maslow's Hierarchy of Needs
80/20 Rule
8. 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?)
Rule of Thirds
Law of Pragnanz
Prototyping
Cost-Benefit
9. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Progressive Disclosure
Law of Pragnanz
Interference Effects
Cognitive Dissonance
10. Pictures are remembered better than words.
Exposure Effect
Good Continuation
Waist to Hip Ratio
Picture Superiority Effect
11. Given a choice between functionally equivalent designs - the simplest design should be selected.
12. Elements that are close together are percieved to be more related than elements that are farther apart.
Prototyping
Waist to Hip Ratio
Symmetry
Proximity
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Life Cycle
Legibility
Fibonacci Sequence
14. 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
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
Fitts' Law
15. An attribute of an object that allows people to intuitively know how to use it
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
Affordance
Golden Ratio
16. The tendency for people to perform better or worse based on the expectations of another.
Uncertainty Principle
Satisficing
Pygmalion Effect
Mental Model
17. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Serial Position Effects
Forgiveness
Operant Conditioning
Cost-Benefit
18. As the flexiblity of a system increases - its usability decreases.
Layering
Flexibility-Usability Tradeoff
Entry Point
Baby-Face Bias
19. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy of Needs (Design)
Fitts' Law
Five Hat Racks
Feedback Loop
20. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Threat detection
Gutenberg Diagram
Form Follows Function
Proximity
21. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Performance vs. Preference
Inverted Pyramid
Interference Effects
Prototyping
22. 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
Shaping
Common Fate
Mnemonic Device
23. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Development Cycle
Entry Point
Halo Effect
Iteration
24. The process of using spatial and environmental information to navigate to a destination.
Entry Point
Wayfinding
Interference Effects
Three- Dimensional Projection
25. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Attractiveness Bias
Iconic Representation
Layering
Defensible Space
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Structural Forms
Control
Attractiveness Bias
Performance Load
27. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Fibonacci Sequence
Legibility
Chunking
Mnemonic Device
28. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Ockham's Razor
Figure-Ground Relationship
Satisficing
Threat detection
29. Elements that are similar are perceived to be more related than elements that are dissimilar.
Factor of Safety
Similarity
Structural Forms
Self- similarity
30. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Face- ism Ratio
Constraint
Hawthorne Effect
Hierarchy
31. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Chunking
Three- Dimensional Projection
Uniform Connectedness
Mimicry
32. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Pygmalion Effect
Hierarchy
Iteration
Development Cycle
33. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Orientation Sensitivity
Accessibility
Serial Position Effects
Modularity
34. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Mimicry
Chunking
Affordance
Forgiveness
35. The relative ease with which a destination - idea - or concept may be reached.
Attractiveness Bias
Exposure Effect
Picture Superiority Effect
Accessibility
36. 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)
Similarity
Legibility
Iteration
37. 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
Hierarchy
Symmetry
Flexibility-Usability Tradeoff
38. 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
Prototyping
Readability
Defensible Space
39. Teachers treat students differently based on their expectations of how students will perform.
Inverted Pyramid
Rosenthal Effect
Visibility
Classical Conditioning
40. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Operant Conditioning
Mapping
Comparison
Satisficing
41. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Closure
Factor of Safety
Proximity
Archetype
42. People understand and interact with systems and environments based on mental representations developed from experience.
Weakest Link
Fitts' Law
Archetype
Mental Model
43. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Threat detection
Comparison
Weakest Link
Confirmation
44. A property in which a form is made up of parts similar to the whole or to one another.
Mnemonic Device
Rule of Thirds
Layering
Self- similarity
45. 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.
Satisficing
Highlighting
Serial Position Effects
Demand Characteristics
46. A technique for bringing attention to an area of text or image.
Prospect-Refuge
Chunking
Highlighting
Rosenthal Effect
47. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Mimicry
Prototyping
Comparison
Face- ism Ratio
48. 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.
Self- similarity
Hawthorne Effect
Savanna Preference
Redundancy
49. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Errors
Attractiveness Bias
Top- Down Lighting Bias
Iteration
50. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Orientation Sensitivity
Common Fate
Attractiveness Bias
Constancy
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