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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 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)
Scaling Fallacy
Errors
Attractiveness Bias
Constraint
2. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Cost-Benefit
Readability
Confirmation
3. People understand and interact with systems and environments based on mental representations developed from experience.
Demand Characteristics
Rule of Thirds
Affordance
Mental Model
4. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Defensible Space
Progressive Disclosure
Von Restorff Effect
Picture Superiority Effect
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.)
Storytelling
Expectation Effect
Modularity
Gutenberg Diagram
6. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Maslow's Hierarchy of Needs
Expectation Effect
Most Average Facial Appearance Effect
Top- Down Lighting Bias
7. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Immersion
Accessibility
Structural Forms
8. 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.
Consistency
Hierarchy of Needs (Design)
Face- ism Ratio
Forgiveness
9. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Forgiveness
Self- similarity
Expectation Effect
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Fitts' Law
Factor of Safety
Baby-Face Bias
Iconic Representation
11. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Scaling Fallacy
Uniform Connectedness
Form Follows Function
Mimicry
12. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Signal- to- Noise Ratio
Recognition over recall
Face- ism Ratio
Modularity
13. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Rosenthal Effect
Demand Characteristics
Mimicry
Hierarchy of Needs (Design)
14. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Wayfinding
Expectation Effect
Threat detection
Weakest Link
15. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Fibonacci Sequence
Most Average Facial Appearance Effect
Wayfinding
Defensible Space
16. 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.
Archetype
Common Fate
Waist to Hip Ratio
Wayfinding
17. 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.
Mimicry
Savanna Preference
Wayfinding
Ockham's Razor
18. 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.
Expectation Effect
Iconic Representation
Framing
Feedback Loop
19. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Scaling Fallacy
Proximity
Storytelling
Highlighting
20. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Archetype
Prototyping
Structural Forms
Legibility
21. A technique that influences decision making and judgement by manipulating the way information is presented.
Von Restorff Effect
80/20 Rule
Satisficing
Framing
22. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Storytelling
Gutenberg Diagram
Life Cycle
23. 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.
Mimicry
Good Continuation
Mnemonic Device
Legibility
24. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Orientation Sensitivity
Accessibility
Immersion
Signal- to- Noise Ratio
25. The usability of a system is improved when similar parts are expressed in similar ways.
Ockham's Razor
Expectation Effect
Defensible Space
Consistency
26. 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.
Archetype
Maslow's Hierarchy of Needs
Serial Position Effects
80/20 Rule
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Inverted Pyramid
Placebo effect
Alignment
28. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Hawthorne Effect
Uncertainty Principle
Constraint
Fibonacci Sequence
29. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Interference Effects
80/20 Rule
Control
Life Cycle
30. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Classical Conditioning
Performance Load
Von Restorff Effect
Cognitive Dissonance
31. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Hick's Law
Visibility
Consistency
Orientation Sensitivity
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
80/20 Rule
Modularity
Three- Dimensional Projection
Inverted Pyramid
33. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Cost-Benefit
Forgiveness
Chunking
34. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Development Cycle
Factor of Safety
Law of Pragnanz
Performance vs. Preference
35. The relative ease with which a destination - idea - or concept may be reached.
Mental Model
Redundancy
Form Follows Function
Accessibility
36. A property of visual equivalence among elements in a form.
Performance vs. Preference
Iconic Representation
Waist to Hip Ratio
Symmetry
37. 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.
Inverted Pyramid
Feedback Loop
Convergence
Chunking
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Cost-Benefit
Operant Conditioning
Prototyping
Interference Effects
39. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
Picture Superiority Effect
Five Hat Racks
40. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Feedback Loop
Constancy
Garbage In - Garbage Out
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Five Hat Racks
Halo Effect
Development Cycle
Visibility
42. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Interference Effects
Prototyping
Comparison
43. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Waist to Hip Ratio
Flexibility-Usability Tradeoff
Most Average Facial Appearance Effect
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Entry Point
Modularity
Mental Model
Hierarchy
45. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Picture Superiority Effect
Fibonacci Sequence
Weakest Link
Expectation Effect
46. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Most Average Facial Appearance Effect
Iteration
Self- similarity
47. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Immersion
Face- ism Ratio
Inverted Pyramid
48. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Figure-Ground Relationship
Picture Superiority Effect
Mapping
49. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Self- similarity
Orientation Sensitivity
Good Continuation
50. 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
Von Restorff Effect
Common Fate
Classical Conditioning
Inverted Pyramid