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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
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.
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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Flexibility-Usability Tradeoff
Five Hat Racks
Ockham's Razor
Fibonacci Sequence
2. The use of pictorial images to improve the recognition and recall of signs and controls.
Signal- to- Noise Ratio
Iconic Representation
Closure
Legibility
3. 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
Hick's Law
Development Cycle
Exposure Effect
4. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Feedback Loop
Factor of Safety
Immersion
5. 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.
Gutenberg Diagram
Constancy
Similarity
Redundancy
6. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Serial Position Effects
Constraint
Modularity
7. 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)
Immersion
Fitts' Law
Mapping
8. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Demand Characteristics
Pygmalion Effect
Iconic Representation
9. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Layering
Alignment
Structural Forms
Prototyping
10. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Operant Conditioning
Alignment
Progressive Disclosure
11. The usability of a system is improved when its status and methods of use are clearly visible.
Development Cycle
Scaling Fallacy
Visibility
Expectation Effect
12. 80% of the effects generated by any large system are caused by 20% of the variables.
Hick's Law
Gutenberg Diagram
Archetype
80/20 Rule
13. 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.
Shaping
Affordance
Good Continuation
Uncertainty Principle
14. 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.)
Three- Dimensional Projection
Serial Position Effects
Expectation Effect
Depth of Processing
15. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Legibility
Uncertainty Principle
Serial Position Effects
16. A process in which similar characteristics evolve independently in multiple systems.
Flexibility-Usability Tradeoff
Convergence
Expectation Effect
80/20 Rule
17. An original model on which something is patterned
Archetype
Modularity
Most Average Facial Appearance Effect
Structural Forms
18. A property of visual equivalence among elements in a form.
Hierarchy of Needs (Design)
Normal Distribution
Top- Down Lighting Bias
Symmetry
19. A process of repeating a set of operation until a specific result is achieved.
Modularity
Halo Effect
Maslow's Hierarchy of Needs
Iteration
20. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Gutenberg Diagram
Exposure Effect
Consistency
Prototyping
21. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Forgiveness
Convergence
Figure-Ground Relationship
Shaping
22. 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.
Consistency
Layering
Serial Position Effects
Shaping
23. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Baby-Face Bias
Uncertainty Principle
Flexibility-Usability Tradeoff
Uniform Connectedness
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Errors
Savanna Preference
Pygmalion Effect
Legibility
25. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Wayfinding
Pygmalion Effect
Top- Down Lighting Bias
Mental Model
26. The time required to move to a target is a function of the target size and distance to the target.
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27. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Highlighting
Control
Threat detection
Flexibility-Usability Tradeoff
28. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Factor of Safety
Demand Characteristics
Performance Load
Cognitive Dissonance
29. A property in which a form is made up of parts similar to the whole or to one another.
Framing
Self- similarity
Structural Forms
Mental Model
30. People understand and interact with systems and environments based on mental representations developed from experience.
Life Cycle
Modularity
Pygmalion Effect
Mental Model
31. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Satisficing
Signal- to- Noise Ratio
Mental Model
Interference Effects
32. Given a choice between functionally equivalent designs - the simplest design should be selected.
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33. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Immersion
Performance vs. Preference
Most Average Facial Appearance Effect
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Convergence
Self- similarity
Readability
Gutenberg Diagram
35. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Rosenthal Effect
Immersion
Exposure Effect
36. 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
Scaling Fallacy
Mnemonic Device
Self- similarity
37. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Cost-Benefit
Rosenthal Effect
Forgiveness
Comparison
38. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Pygmalion Effect
Weakest Link
Comparison
Fitts' Law
39. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Shaping
Uncertainty Principle
Operant Conditioning
Depth of Processing
40. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Redundancy
Baby-Face Bias
Prototyping
Recognition over recall
41. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Redundancy
Chunking
Classical Conditioning
42. An attribute of an object that allows people to intuitively know how to use it
Inverted Pyramid
Affordance
Depth of Processing
Law of Pragnanz
43. A method of limiting the actions that can be performed on a system.
Shaping
Prototyping
Constraint
Forgiveness
44. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Threat detection
Savanna Preference
Similarity
Uniform Connectedness
45. A technique that influences decision making and judgement by manipulating the way information is presented.
Inverted Pyramid
Accessibility
Placebo effect
Framing
46. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy of Needs (Design)
Uncertainty Principle
Entry Point
Accessibility
47. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Layering
Highlighting
Development Cycle
48. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Prospect-Refuge
Uniform Connectedness
Interference Effects
49. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Chunking
Good Continuation
Signal- to- Noise Ratio
50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Prospect-Refuge
Baby-Face Bias
Cognitive Dissonance
Form Follows Function
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