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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 managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Comparison
Inverted Pyramid
Modularity
Structural Forms
2. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Exposure Effect
Progressive Disclosure
Layering
Placebo effect
3. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Fitts' Law
Closure
Confirmation
Similarity
4. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Rosenthal Effect
Attractiveness Bias
Operant Conditioning
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Proximity
Form Follows Function
Similarity
Errors
6. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Readability
Prototyping
Forgiveness
Mimicry
7. A technique that influences decision making and judgement by manipulating the way information is presented.
Attractiveness Bias
Mnemonic Device
Storytelling
Framing
8. As the flexiblity of a system increases - its usability decreases.
Constancy
Self- similarity
Control
Flexibility-Usability Tradeoff
9. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Errors
Exposure Effect
Garbage In - Garbage Out
Performance vs. Preference
10. 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?)
Hawthorne Effect
Cost-Benefit
Entry Point
Affordance
11. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
80/20 Rule
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
12. 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.
Development Cycle
Chunking
Feedback Loop
Ockham's Razor
13. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Progressive Disclosure
Five Hat Racks
Normal Distribution
Uncertainty Principle
14. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Fibonacci Sequence
Factor of Safety
Three- Dimensional Projection
Defensible Space
15. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Halo Effect
Uniform Connectedness
80/20 Rule
Most Average Facial Appearance Effect
16. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Factor of Safety
Operant Conditioning
Defensible Space
Baby-Face Bias
17. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Mental Model
Cost-Benefit
Development Cycle
18. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Framing
Readability
Garbage In - Garbage Out
Closure
19. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Cognitive Dissonance
Development Cycle
Mimicry
Weakest Link
20. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Symmetry
Forgiveness
Von Restorff Effect
Performance vs. Preference
21. The process of using spatial and environmental information to navigate to a destination.
Mental Model
Storytelling
Classical Conditioning
Wayfinding
22. A sequence of numbers in which each number is the sum of the preceding two.
Picture Superiority Effect
Storytelling
Fibonacci Sequence
Flexibility-Usability Tradeoff
23. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Constraint
Symmetry
Immersion
Scaling Fallacy
24. Elements that are close together are percieved to be more related than elements that are farther apart.
Modularity
Hierarchy
Proximity
Interference Effects
25. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Demand Characteristics
Life Cycle
Control
26. 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.
Good Continuation
Gutenberg Diagram
Constraint
Uncertainty Principle
27. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Serial Position Effects
Closure
Gutenberg Diagram
Figure-Ground Relationship
28. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Progressive Disclosure
Immersion
Orientation Sensitivity
Shaping
29. The tendency for people to perform better or worse based on the expectations of another.
Fibonacci Sequence
Pygmalion Effect
Wayfinding
Symmetry
30. The usability of a system is improved when its status and methods of use are clearly visible.
Prototyping
Visibility
Cost-Benefit
Five Hat Racks
31. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Framing
Archetype
Hierarchy
Closure
32. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Mimicry
Weakest Link
Mapping
33. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
34. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Recognition over recall
Classical Conditioning
Entry Point
Immersion
35. A technique for bringing attention to an area of text or image.
Highlighting
Self- similarity
Orientation Sensitivity
Signal- to- Noise Ratio
36. 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.
Legibility
Mapping
Defensible Space
Development Cycle
37. The usability of a system is improved when similar parts are expressed in similar ways.
Prototyping
Performance vs. Preference
Picture Superiority Effect
Consistency
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Scaling Fallacy
Most Average Facial Appearance Effect
Uniform Connectedness
Satisficing
39. 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.
Mental Model
Iteration
Serial Position Effects
Redundancy
40. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Classical Conditioning
Constancy
Similarity
Hierarchy
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Closure
Convergence
Errors
42. The time it takes to make a decision increases as the number of alternatives increases.
43. Teachers treat students differently based on their expectations of how students will perform.
Top- Down Lighting Bias
80/20 Rule
Rosenthal Effect
Legibility
44. The relative ease with which a destination - idea - or concept may be reached.
Top- Down Lighting Bias
Flexibility-Usability Tradeoff
Accessibility
Serial Position Effects
45. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Development Cycle
Self- similarity
Most Average Facial Appearance Effect
46. Patients experience treatment effects based on their belief that a treatment will work.
Interference Effects
Development Cycle
Garbage In - Garbage Out
Placebo effect
47. 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
Constraint
Common Fate
Framing
Life Cycle
48. A property of visual equivalence among elements in a form.
Figure-Ground Relationship
Fitts' Law
Symmetry
Layering
49. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Prototyping
Inverted Pyramid
Cost-Benefit
Readability
50. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Proximity
Depth of Processing
Confirmation
Threat detection