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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 relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Pygmalion Effect
Feedback Loop
Factor of Safety
Constraint
2. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Convergence
Top- Down Lighting Bias
Five Hat Racks
Errors
3. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Savanna Preference
Mental Model
Entry Point
Iteration
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Structural Forms
Gutenberg Diagram
Accessibility
5. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Form Follows Function
Prospect-Refuge
Savanna Preference
Factor of Safety
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Feedback Loop
Most Average Facial Appearance Effect
Comparison
Operant Conditioning
7. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Closure
Law of Pragnanz
Gutenberg Diagram
Similarity
8. 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)
Rosenthal Effect
Three- Dimensional Projection
Scaling Fallacy
Savanna Preference
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)
Readability
Entry Point
Face- ism Ratio
Rosenthal Effect
10. A process in which similar characteristics evolve independently in multiple systems.
Hierarchy
Common Fate
Framing
Convergence
11. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Alignment
Attractiveness Bias
Defensible Space
Demand Characteristics
12. The time it takes to make a decision increases as the number of alternatives increases.
13. 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
Cost-Benefit
Closure
Picture Superiority Effect
14. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Redundancy
Exposure Effect
Wayfinding
Inverted Pyramid
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Good Continuation
Modularity
Development Cycle
Convergence
16. Teachers treat students differently based on their expectations of how students will perform.
Mimicry
Closure
Constancy
Rosenthal Effect
17. A technique for bringing attention to an area of text or image.
Five Hat Racks
Cost-Benefit
Pygmalion Effect
Highlighting
18. Given a choice between functionally equivalent designs - the simplest design should be selected.
19. 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.
Readability
Waist to Hip Ratio
Control
Iteration
20. 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.
Garbage In - Garbage Out
Mimicry
Good Continuation
Fibonacci Sequence
21. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Affordance
Top- Down Lighting Bias
Closure
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.
Maslow's Hierarchy of Needs
Immersion
Good Continuation
Classical Conditioning
23. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Self- similarity
Forgiveness
Development Cycle
Von Restorff Effect
24. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Confirmation
Flexibility-Usability Tradeoff
Cognitive Dissonance
25. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Fitts' Law
Hick's Law
Threat detection
Life Cycle
26. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Serial Position Effects
Layering
Storytelling
27. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Operant Conditioning
Layering
Expectation Effect
28. 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
Gutenberg Diagram
Von Restorff Effect
Mimicry
Common Fate
29. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Immersion
Iconic Representation
Mimicry
Performance vs. Preference
30. 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.
Uniform Connectedness
Von Restorff Effect
Defensible Space
Mapping
31. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Performance Load
Constancy
Convergence
32. 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.
Defensible Space
Savanna Preference
Shaping
Iconic Representation
33. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Readability
Shaping
Similarity
34. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Hierarchy
Archetype
Defensible Space
Modularity
35. 80% of the effects generated by any large system are caused by 20% of the variables.
Von Restorff Effect
80/20 Rule
Hierarchy of Needs (Design)
Savanna Preference
36. The use of pictorial images to improve the recognition and recall of signs and controls.
Law of Pragnanz
Iconic Representation
Rosenthal Effect
Demand Characteristics
37. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Placebo effect
Affordance
Fitts' Law
Prototyping
38. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Consistency
Inverted Pyramid
Ockham's Razor
Confirmation
39. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Operant Conditioning
Threat detection
Depth of Processing
Flexibility-Usability Tradeoff
40. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Comparison
Signal- to- Noise Ratio
Top- Down Lighting Bias
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Hierarchy
Uniform Connectedness
Fibonacci Sequence
42. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Redundancy
Life Cycle
Archetype
Satisficing
43. Pictures are remembered better than words.
Mapping
Von Restorff Effect
Classical Conditioning
Picture Superiority Effect
44. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Visibility
Control
80/20 Rule
Symmetry
45. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Highlighting
Immersion
Layering
46. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Waist to Hip Ratio
Recognition over recall
Modularity
Confirmation
47. The tendency for people to behave differently when they know they are being studied
Exposure Effect
Accessibility
Fitts' Law
Hawthorne Effect
48. The usability of a system is improved when similar parts are expressed in similar ways.
Prospect-Refuge
Consistency
Defensible Space
Layering
49. 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.
Feedback Loop
Chunking
Picture Superiority Effect
Wayfinding
50. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mnemonic Device
Accessibility
Mimicry
Redundancy