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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 method of limiting the actions that can be performed on a system.
Normal Distribution
Garbage In - Garbage Out
Constraint
Rosenthal Effect
2. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Convergence
Structural Forms
Face- ism Ratio
Performance Load
3. The usability of a system is improved when its status and methods of use are clearly visible.
Self- similarity
Visibility
Recognition over recall
Chunking
4. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
80/20 Rule
Fitts' Law
Mimicry
Structural Forms
5. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Satisficing
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
6. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Readability
Comparison
Mnemonic Device
Law of Pragnanz
7. 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
Attractiveness Bias
Common Fate
Three- Dimensional Projection
Iconic Representation
8. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Threat detection
Top- Down Lighting Bias
Framing
Modularity
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Rosenthal Effect
Prototyping
Comparison
Cost-Benefit
10. 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.
Iconic Representation
Cost-Benefit
Common Fate
Serial Position Effects
11. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Flexibility-Usability Tradeoff
Iconic Representation
Feedback Loop
12. A technique that influences decision making and judgement by manipulating the way information is presented.
Accessibility
Iconic Representation
Framing
Signal- to- Noise Ratio
13. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Layering
Uncertainty Principle
Prospect-Refuge
Closure
14. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Three- Dimensional Projection
Picture Superiority Effect
Proximity
15. Teachers treat students differently based on their expectations of how students will perform.
Top- Down Lighting Bias
Classical Conditioning
Serial Position Effects
Rosenthal Effect
16. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Cost-Benefit
Figure-Ground Relationship
Confirmation
Comparison
17. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Legibility
Exposure Effect
Halo Effect
Fibonacci Sequence
18. 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.
Chunking
Fitts' Law
Archetype
Hierarchy of Needs (Design)
19. The process of using spatial and environmental information to navigate to a destination.
Performance vs. Preference
Wayfinding
Prospect-Refuge
Figure-Ground Relationship
20. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Figure-Ground Relationship
Control
Comparison
Performance Load
21. 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.
Recognition over recall
Hick's Law
Forgiveness
Waist to Hip Ratio
22. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Hawthorne Effect
Constancy
Fitts' Law
23. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Interference Effects
Rule of Thirds
Iconic Representation
Performance vs. Preference
24. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Von Restorff Effect
Consistency
Expectation Effect
Storytelling
25. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Mimicry
Chunking
Forgiveness
Serial Position Effects
26. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Hierarchy
Three- Dimensional Projection
Satisficing
Consistency
27. 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.
Operant Conditioning
Chunking
Figure-Ground Relationship
Uncertainty Principle
28. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mnemonic Device
Most Average Facial Appearance Effect
Cost-Benefit
Exposure Effect
29. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Control
Baby-Face Bias
Closure
Demand Characteristics
30. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Legibility
Feedback Loop
Baby-Face Bias
31. A property in which a form is made up of parts similar to the whole or to one another.
Accessibility
Scaling Fallacy
Self- similarity
Mental Model
32. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Readability
Law of Pragnanz
Depth of Processing
Confirmation
33. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Rosenthal Effect
Face- ism Ratio
Performance Load
Mapping
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Self- similarity
Weakest Link
Picture Superiority Effect
Prospect-Refuge
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Uncertainty Principle
Comparison
Halo Effect
37. Patients experience treatment effects based on their belief that a treatment will work.
Visibility
Interference Effects
Placebo effect
Symmetry
38. As the flexiblity of a system increases - its usability decreases.
Entry Point
Flexibility-Usability Tradeoff
Proximity
Performance vs. Preference
39. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Golden Ratio
Face- ism Ratio
Readability
40. An original model on which something is patterned
Archetype
Law of Pragnanz
Modularity
Von Restorff Effect
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Mapping
Cost-Benefit
Readability
42. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Five Hat Racks
Alignment
Uniform Connectedness
Modularity
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Wayfinding
Proximity
Entry Point
Life Cycle
44. The tendency for people to behave differently when they know they are being studied
Operant Conditioning
Form Follows Function
Hawthorne Effect
Forgiveness
45. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Constancy
Signal- to- Noise Ratio
Comparison
46. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Most Average Facial Appearance Effect
Attractiveness Bias
Readability
47. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Uniform Connectedness
Layering
Expectation Effect
Control
48. The time it takes to make a decision increases as the number of alternatives increases.
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49. 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.
Waist to Hip Ratio
Performance vs. Preference
Weakest Link
Savanna Preference
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Cognitive Dissonance
Exposure Effect
Inverted Pyramid
Hierarchy of Needs (Design)
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