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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. An action or ommission of action yielding an unintended result.
Orientation Sensitivity
Errors
Iteration
Wayfinding
2. 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
Mapping
Uncertainty Principle
Operant Conditioning
3. An attribute of an object that allows people to intuitively know how to use it
Errors
Iteration
Form Follows Function
Affordance
4. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Weakest Link
Satisficing
Mental Model
Threat detection
5. A property in which a form is made up of parts similar to the whole or to one another.
Scaling Fallacy
Self- similarity
Archetype
Face- ism Ratio
6. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Depth of Processing
Closure
Performance vs. Preference
Forgiveness
7. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Interference Effects
Accessibility
Hick's Law
8. The process of using spatial and environmental information to navigate to a destination.
Recognition over recall
Life Cycle
Top- Down Lighting Bias
Wayfinding
9. Memory for recognizing things is better than memory for recalling things.
Normal Distribution
Orientation Sensitivity
Layering
Recognition over recall
10. 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)
Face- ism Ratio
Shaping
Scaling Fallacy
11. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Satisficing
Cognitive Dissonance
Proximity
12. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Mimicry
Hierarchy
Weakest Link
Five Hat Racks
13. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Control
Legibility
Forgiveness
14. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Serial Position Effects
Threat detection
Highlighting
15. The relative ease with which a destination - idea - or concept may be reached.
Classical Conditioning
Weakest Link
Accessibility
Uncertainty Principle
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Forgiveness
Iconic Representation
Prototyping
Exposure Effect
17. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Storytelling
Structural Forms
Similarity
18. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Mental Model
Uniform Connectedness
Von Restorff Effect
19. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Common Fate
Fibonacci Sequence
Uncertainty Principle
Uniform Connectedness
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Pygmalion Effect
Placebo effect
Prospect-Refuge
Hawthorne Effect
21. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Confirmation
Closure
Signal- to- Noise Ratio
Three- Dimensional Projection
22. People understand and interact with systems and environments based on mental representations developed from experience.
Ockham's Razor
Mental Model
Weakest Link
Inverted Pyramid
23. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Entry Point
Iteration
Confirmation
Mnemonic Device
24. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Mnemonic Device
Maslow's Hierarchy of Needs
Normal Distribution
25. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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26. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Iconic Representation
Rule of Thirds
Highlighting
Classical Conditioning
27. An original model on which something is patterned
Pygmalion Effect
Modularity
Archetype
Alignment
28. 80% of the effects generated by any large system are caused by 20% of the variables.
Inverted Pyramid
80/20 Rule
Consistency
Fitts' Law
29. Patients experience treatment effects based on their belief that a treatment will work.
Expectation Effect
Flexibility-Usability Tradeoff
Placebo effect
Mimicry
30. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Demand Characteristics
Constancy
Good Continuation
31. A method of limiting the actions that can be performed on a system.
Accessibility
Constraint
Fitts' Law
Satisficing
32. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Proximity
Alignment
Mimicry
Attractiveness Bias
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Hierarchy
Proximity
Flexibility-Usability Tradeoff
34. Elements that are close together are percieved to be more related than elements that are farther apart.
Signal- to- Noise Ratio
Picture Superiority Effect
Visibility
Proximity
35. The time required to move to a target is a function of the target size and distance to the target.
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36. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Framing
Comparison
Highlighting
Signal- to- Noise Ratio
37. The usability of a system is improved when its status and methods of use are clearly visible.
Immersion
Hick's Law
Visibility
Storytelling
38. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Iconic Representation
Readability
Law of Pragnanz
Uniform Connectedness
39. A process of repeating a set of operation until a specific result is achieved.
Iteration
Fitts' Law
Inverted Pyramid
Framing
40. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Flexibility-Usability Tradeoff
Rule of Thirds
Performance vs. Preference
Constancy
41. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Savanna Preference
Prototyping
Control
Exposure Effect
42. Elements that are similar are perceived to be more related than elements that are dissimilar.
Depth of Processing
Chunking
Similarity
Mental Model
43. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Iteration
Figure-Ground Relationship
Layering
44. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Prospect-Refuge
Expectation Effect
Figure-Ground Relationship
Interference Effects
45. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Flexibility-Usability Tradeoff
Confirmation
Modularity
Depth of Processing
46. Given a choice between functionally equivalent designs - the simplest design should be selected.
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47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Fibonacci Sequence
Chunking
Rule of Thirds
Performance Load
48. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Most Average Facial Appearance Effect
Prospect-Refuge
Framing
49. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Recognition over recall
Storytelling
Baby-Face Bias
50. 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
Satisficing
Orientation Sensitivity
Interference Effects