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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. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Life Cycle
Mimicry
Face- ism Ratio
Feedback Loop
2. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Operant Conditioning
Uniform Connectedness
Factor of Safety
Hierarchy
3. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Hawthorne Effect
Wayfinding
Mimicry
Performance Load
4. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Accessibility
Iteration
Similarity
Comparison
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Immersion
Shaping
Satisficing
Modularity
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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7. The time required to move to a target is a function of the target size and distance to the target.
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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?)
Cost-Benefit
Performance vs. Preference
Operant Conditioning
Layering
9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Alignment
Factor of Safety
Garbage In - Garbage Out
10. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Serial Position Effects
Symmetry
Satisficing
11. 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.
Mapping
Ockham's Razor
Uncertainty Principle
Entry Point
12. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Cost-Benefit
Defensible Space
Proximity
Closure
13. Memory for recognizing things is better than memory for recalling things.
Constraint
Signal- to- Noise Ratio
Recognition over recall
Interference Effects
14. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Entry Point
Five Hat Racks
Feedback Loop
15. A ratio within the elements of a form - such as height to width - approximating 0.618.
Uniform Connectedness
Golden Ratio
Affordance
Hierarchy of Needs (Design)
16. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Progressive Disclosure
Most Average Facial Appearance Effect
Framing
17. Pictures are remembered better than words.
Threat detection
Picture Superiority Effect
Control
Exposure Effect
18. 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
Depth of Processing
Common Fate
Demand Characteristics
Confirmation
19. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Fitts' Law
Five Hat Racks
Law of Pragnanz
Satisficing
20. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Symmetry
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
Storytelling
21. Teachers treat students differently based on their expectations of how students will perform.
Errors
Rosenthal Effect
Constancy
Affordance
22. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Redundancy
Figure-Ground Relationship
Mnemonic Device
Iteration
23. 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.
Feedback Loop
Form Follows Function
Baby-Face Bias
80/20 Rule
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Factor of Safety
Operant Conditioning
Demand Characteristics
Control
25. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Hierarchy
Similarity
Savanna Preference
26. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Hick's Law
Constraint
Serial Position Effects
27. A method of limiting the actions that can be performed on a system.
Normal Distribution
Constancy
Garbage In - Garbage Out
Constraint
28. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Life Cycle
Classical Conditioning
Inverted Pyramid
Exposure Effect
29. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Attractiveness Bias
Prospect-Refuge
Exposure Effect
Hawthorne Effect
30. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
80/20 Rule
Hierarchy of Needs (Design)
Flexibility-Usability Tradeoff
31. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Self- similarity
Expectation Effect
Accessibility
Alignment
32. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Satisficing
Performance vs. Preference
Depth of Processing
33. 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.
Redundancy
Uniform Connectedness
Development Cycle
Orientation Sensitivity
34. The process of using spatial and environmental information to navigate to a destination.
Convergence
Rosenthal Effect
Wayfinding
Consistency
35. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Inverted Pyramid
Performance vs. Preference
Symmetry
36. 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.
Chunking
Factor of Safety
Hierarchy of Needs (Design)
Symmetry
37. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Exposure Effect
Rule of Thirds
Development Cycle
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Errors
Defensible Space
Visibility
Recognition over recall
39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Constraint
Savanna Preference
Mapping
40. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Shaping
Weakest Link
Iteration
Fitts' Law
41. A process of repeating a set of operation until a specific result is achieved.
Visibility
Iteration
Recognition over recall
Hierarchy
42. 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.)
Symmetry
Depth of Processing
Expectation Effect
Readability
43. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Iteration
Alignment
80/20 Rule
Attractiveness Bias
44. 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.
Highlighting
Most Average Facial Appearance Effect
Closure
Waist to Hip Ratio
45. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Von Restorff Effect
Performance vs. Preference
Scaling Fallacy
Visibility
46. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Pygmalion Effect
Five Hat Racks
Life Cycle
Progressive Disclosure
47. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Threat detection
Top- Down Lighting Bias
Control
Three- Dimensional Projection
48. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Fitts' Law
Rule of Thirds
Life Cycle
49. An attribute of an object that allows people to intuitively know how to use it
Face- ism Ratio
Affordance
Five Hat Racks
Alignment
50. A property in which a form is made up of parts similar to the whole or to one another.
Maslow's Hierarchy of Needs
Baby-Face Bias
Self- similarity
Proximity