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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. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Ockham's Razor
Performance Load
Forgiveness
Satisficing
2. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Structural Forms
Inverted Pyramid
Rule of Thirds
Accessibility
3. 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.
Convergence
Redundancy
Maslow's Hierarchy of Needs
Operant Conditioning
4. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Alignment
Serial Position Effects
Von Restorff Effect
5. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Good Continuation
Redundancy
Factor of Safety
6. The usability of a system is improved when similar parts are expressed in similar ways.
Placebo effect
Consistency
Von Restorff Effect
Forgiveness
7. A tendency to see objects and patterns as 3D when certain visual cues are present.
Wayfinding
Three- Dimensional Projection
Good Continuation
Highlighting
8. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Gutenberg Diagram
Normal Distribution
Halo Effect
Redundancy
9. 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
Iteration
Constraint
Uniform Connectedness
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Wayfinding
Life Cycle
Convergence
11. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Signal- to- Noise Ratio
Mental Model
Form Follows Function
Performance Load
12. 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.
Rule of Thirds
Gutenberg Diagram
Good Continuation
Serial Position Effects
13. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Iconic Representation
Hick's Law
Chunking
Life Cycle
14. 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
Self- similarity
Serial Position Effects
Cognitive Dissonance
15. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Hierarchy of Needs (Design)
Serial Position Effects
Figure-Ground Relationship
Comparison
16. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Wayfinding
Satisficing
Redundancy
17. The quality of system output is dependent on the quality of system input.
Normal Distribution
Structural Forms
Garbage In - Garbage Out
Control
18. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Consistency
Most Average Facial Appearance Effect
Figure-Ground Relationship
Readability
19. 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
Picture Superiority Effect
Readability
Top- Down Lighting Bias
20. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Alignment
Classical Conditioning
Form Follows Function
21. 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.)
Expectation Effect
Threat detection
Mapping
Figure-Ground Relationship
22. The tendency for people to perform better or worse based on the expectations of another.
Development Cycle
Pygmalion Effect
Rosenthal Effect
Constancy
23. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Demand Characteristics
Cost-Benefit
Feedback Loop
Orientation Sensitivity
24. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Similarity
Uncertainty Principle
Face- ism Ratio
25. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Convergence
Similarity
Pygmalion Effect
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Common Fate
Iteration
Halo Effect
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Three- Dimensional Projection
Demand Characteristics
Modularity
Performance vs. Preference
28. Patients experience treatment effects based on their belief that a treatment will work.
Serial Position Effects
Layering
Placebo effect
Hawthorne Effect
29. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Expectation Effect
Figure-Ground Relationship
Layering
30. A method of limiting the actions that can be performed on a system.
Satisficing
Garbage In - Garbage Out
Serial Position Effects
Constraint
31. A property in which a form is made up of parts similar to the whole or to one another.
Golden Ratio
Self- similarity
Proximity
Most Average Facial Appearance Effect
32. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Fitts' Law
Signal- to- Noise Ratio
Structural Forms
Pygmalion Effect
33. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Chunking
Closure
Inverted Pyramid
Control
34. Memory for recognizing things is better than memory for recalling things.
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Recognition over recall
Progressive Disclosure
35. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Law of Pragnanz
Mnemonic Device
Comparison
Legibility
36. Pictures are remembered better than words.
Hierarchy of Needs (Design)
Picture Superiority Effect
Hawthorne Effect
Convergence
37. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Constraint
Defensible Space
Law of Pragnanz
Von Restorff Effect
38. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Placebo effect
80/20 Rule
Recognition over recall
39. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Mimicry
Baby-Face Bias
Closure
Most Average Facial Appearance Effect
40. The use of pictorial images to improve the recognition and recall of signs and controls.
Highlighting
Exposure Effect
Iconic Representation
Closure
41. 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.
Von Restorff Effect
Performance vs. Preference
Chunking
Placebo effect
42. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Common Fate
Five Hat Racks
Prospect-Refuge
Framing
43. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Framing
Readability
Attractiveness Bias
Development Cycle
44. An original model on which something is patterned
Progressive Disclosure
Archetype
Cognitive Dissonance
Savanna Preference
45. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Ockham's Razor
Mental Model
Alignment
Closure
46. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Symmetry
Layering
Mimicry
Recognition over recall
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Iconic Representation
Redundancy
Cognitive Dissonance
Top- Down Lighting Bias
48. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Three- Dimensional Projection
Recognition over recall
Weakest Link
Von Restorff Effect
49. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Recognition over recall
Convergence
Prospect-Refuge
Satisficing
50. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Hawthorne Effect
Three- Dimensional Projection
Law of Pragnanz
Baby-Face Bias