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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 tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Gutenberg Diagram
Placebo effect
Prospect-Refuge
Chunking
2. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Accessibility
Fibonacci Sequence
Hick's Law
Form Follows Function
3. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Proximity
Weakest Link
Closure
Flexibility-Usability Tradeoff
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Common Fate
Consistency
Three- Dimensional Projection
Control
5. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Demand Characteristics
Wayfinding
Development Cycle
Inverted Pyramid
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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7. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Iteration
Satisficing
Garbage In - Garbage Out
8. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Errors
Rosenthal Effect
Depth of Processing
9. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Law of Pragnanz
Comparison
Placebo effect
Structural Forms
10. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Waist to Hip Ratio
Immersion
Attractiveness Bias
11. The usability of a system is improved when similar parts are expressed in similar ways.
Savanna Preference
Three- Dimensional Projection
Highlighting
Consistency
12. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Chunking
Hick's Law
Framing
13. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Normal Distribution
Errors
Serial Position Effects
Modularity
14. Given a choice between functionally equivalent designs - the simplest design should be selected.
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15. A method of limiting the actions that can be performed on a system.
Demand Characteristics
Face- ism Ratio
Constraint
Uniform Connectedness
16. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Cognitive Dissonance
Mnemonic Device
Top- Down Lighting Bias
Garbage In - Garbage Out
17. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Gutenberg Diagram
Wayfinding
Control
18. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Archetype
Modularity
Uncertainty Principle
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Prospect-Refuge
Development Cycle
Hierarchy
Hierarchy of Needs (Design)
20. People understand and interact with systems and environments based on mental representations developed from experience.
Pygmalion Effect
Hierarchy
Progressive Disclosure
Mental Model
21. 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.
Hawthorne Effect
Chunking
Satisficing
Threat detection
22. 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
Common Fate
Fibonacci Sequence
Garbage In - Garbage Out
Legibility
23. 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.)
Consistency
Three- Dimensional Projection
Performance vs. Preference
Expectation Effect
24. A process of repeating a set of operation until a specific result is achieved.
Law of Pragnanz
Confirmation
Interference Effects
Iteration
25. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Iconic Representation
Hawthorne Effect
Storytelling
26. The relative ease with which a destination - idea - or concept may be reached.
Maslow's Hierarchy of Needs
Constancy
Framing
Accessibility
27. Elements that are similar are perceived to be more related than elements that are dissimilar.
Highlighting
Alignment
Framing
Similarity
28. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Framing
Errors
Five Hat Racks
Most Average Facial Appearance Effect
29. The time required to move to a target is a function of the target size and distance to the target.
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30. The quality of system output is dependent on the quality of system input.
Satisficing
Garbage In - Garbage Out
Rosenthal Effect
Gutenberg Diagram
31. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Legibility
Prototyping
Face- ism Ratio
Exposure Effect
32. The use of pictorial images to improve the recognition and recall of signs and controls.
Face- ism Ratio
Interference Effects
Iconic Representation
Closure
33. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Entry Point
Scaling Fallacy
Closure
Baby-Face Bias
34. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Hawthorne Effect
Uniform Connectedness
Good Continuation
Three- Dimensional Projection
35. A property of visual equivalence among elements in a form.
Layering
Good Continuation
Similarity
Symmetry
36. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Life Cycle
Shaping
Constancy
Law of Pragnanz
37. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Consistency
Rosenthal Effect
Prospect-Refuge
38. A ratio within the elements of a form - such as height to width - approximating 0.618.
Development Cycle
Five Hat Racks
Golden Ratio
Maslow's Hierarchy of Needs
39. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Three- Dimensional Projection
Performance vs. Preference
Good Continuation
40. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Scaling Fallacy
Signal- to- Noise Ratio
Mapping
41. 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?)
Archetype
Maslow's Hierarchy of Needs
Cost-Benefit
Interference Effects
42. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Chunking
Visibility
Hierarchy of Needs (Design)
Normal Distribution
43. Teachers treat students differently based on their expectations of how students will perform.
Symmetry
Rosenthal Effect
Hick's Law
Savanna Preference
44. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Ockham's Razor
Three- Dimensional Projection
Threat detection
Von Restorff Effect
45. An action or ommission of action yielding an unintended result.
Errors
Hierarchy of Needs (Design)
Self- similarity
Entry Point
46. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Satisficing
Closure
Feedback Loop
47. 80% of the effects generated by any large system are caused by 20% of the variables.
Chunking
Structural Forms
80/20 Rule
Threat detection
48. As the flexiblity of a system increases - its usability decreases.
Symmetry
Flexibility-Usability Tradeoff
Chunking
Serial Position Effects
49. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Constancy
Law of Pragnanz
Prototyping
Operant Conditioning
50. Memory for recognizing things is better than memory for recalling things.
Hierarchy
Hierarchy of Needs (Design)
Factor of Safety
Recognition over recall