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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 technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Pygmalion Effect
Alignment
Form Follows Function
2. 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.
Weakest Link
Chunking
Interference Effects
Savanna Preference
3. Memory for recognizing things is better than memory for recalling things.
Serial Position Effects
Proximity
Placebo effect
Recognition over recall
4. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Confirmation
Face- ism Ratio
Similarity
Chunking
6. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Form Follows Function
Structural Forms
Exposure Effect
Convergence
7. People understand and interact with systems and environments based on mental representations developed from experience.
Legibility
Cost-Benefit
Mental Model
Top- Down Lighting Bias
8. 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
Mnemonic Device
Good Continuation
Halo Effect
9. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Common Fate
Normal Distribution
Forgiveness
Ockham's Razor
10. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Wayfinding
Entry Point
Garbage In - Garbage Out
11. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Depth of Processing
Archetype
Mapping
Operant Conditioning
12. The time required to move to a target is a function of the target size and distance to the target.
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13. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Fitts' Law
Defensible Space
Affordance
Uncertainty Principle
14. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Demand Characteristics
Cost-Benefit
Operant Conditioning
Modularity
15. A technique for bringing attention to an area of text or image.
Serial Position Effects
Immersion
Baby-Face Bias
Highlighting
16. 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
Feedback Loop
Placebo effect
Depth of Processing
17. The relative ease with which a destination - idea - or concept may be reached.
Top- Down Lighting Bias
Accessibility
Control
Redundancy
18. The tendency for people to perform better or worse based on the expectations of another.
Life Cycle
Confirmation
Placebo effect
Pygmalion Effect
19. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Operant Conditioning
Placebo effect
Cost-Benefit
Uniform Connectedness
20. Given a choice between functionally equivalent designs - the simplest design should be selected.
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21. Elements that are close together are percieved to be more related than elements that are farther apart.
Storytelling
Constraint
Proximity
Life Cycle
22. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Closure
Savanna Preference
Rule of Thirds
Threat detection
23. 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.
Five Hat Racks
Modularity
Symmetry
Redundancy
24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Prospect-Refuge
Proximity
Expectation Effect
Uncertainty Principle
25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Inverted Pyramid
Gutenberg Diagram
Common Fate
Chunking
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Affordance
Prototyping
Weakest Link
Performance Load
27. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Immersion
Depth of Processing
Threat detection
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Fitts' Law
Good Continuation
Rule of Thirds
Von Restorff Effect
29. 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.
Golden Ratio
Hierarchy of Needs (Design)
Life Cycle
Affordance
30. The time it takes to make a decision increases as the number of alternatives increases.
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31. 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.
Savanna Preference
Pygmalion Effect
Top- Down Lighting Bias
Waist to Hip Ratio
32. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Interference Effects
Top- Down Lighting Bias
Five Hat Racks
Recognition over recall
33. 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.
Operant Conditioning
Feedback Loop
Framing
Good Continuation
34. 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
Highlighting
Redundancy
Feedback Loop
35. An action or ommission of action yielding an unintended result.
Three- Dimensional Projection
Errors
Chunking
Serial Position Effects
36. The usability of a system is improved when its status and methods of use are clearly visible.
Hawthorne Effect
Halo Effect
Visibility
Baby-Face Bias
37. 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
Legibility
Confirmation
38. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Wayfinding
Form Follows Function
Gutenberg Diagram
Prototyping
39. The quality of system output is dependent on the quality of system input.
Hick's Law
Halo Effect
Garbage In - Garbage Out
Prototyping
40. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Immersion
Demand Characteristics
Life Cycle
41. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Layering
Uncertainty Principle
Garbage In - Garbage Out
42. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Von Restorff Effect
Most Average Facial Appearance Effect
Uniform Connectedness
Mimicry
43. The usability of a system is improved when similar parts are expressed in similar ways.
Immersion
Accessibility
Consistency
Ockham's Razor
44. Patients experience treatment effects based on their belief that a treatment will work.
Hawthorne Effect
Wayfinding
Law of Pragnanz
Placebo effect
45. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Law of Pragnanz
Mapping
Flexibility-Usability Tradeoff
46. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Hawthorne Effect
Face- ism Ratio
Framing
Progressive Disclosure
47. Pictures are remembered better than words.
Picture Superiority Effect
Consistency
Operant Conditioning
Archetype
48. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Structural Forms
Self- similarity
Picture Superiority Effect
Development Cycle
49. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Convergence
Confirmation
Satisficing
Development Cycle
50. A ratio within the elements of a form - such as height to width - approximating 0.618.
Self- similarity
Weakest Link
Golden Ratio
Defensible Space