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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 process in which similar characteristics evolve independently in multiple systems.
Expectation Effect
Scaling Fallacy
Convergence
Consistency
2. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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3. 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.
Performance vs. Preference
Waist to Hip Ratio
Iteration
Serial Position Effects
4. 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.
Consistency
Hierarchy of Needs (Design)
Scaling Fallacy
Visibility
5. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Storytelling
Closure
Five Hat Racks
Serial Position Effects
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Consistency
Feedback Loop
Highlighting
7. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Form Follows Function
Halo Effect
Rosenthal Effect
Top- Down Lighting Bias
8. An attribute of an object that allows people to intuitively know how to use it
Recognition over recall
Affordance
Cognitive Dissonance
Expectation Effect
9. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Operant Conditioning
Demand Characteristics
Form Follows Function
Development Cycle
10. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Inverted Pyramid
Flexibility-Usability Tradeoff
Layering
11. As the flexiblity of a system increases - its usability decreases.
Serial Position Effects
Flexibility-Usability Tradeoff
Life Cycle
Affordance
12. The usability of a system is improved when similar parts are expressed in similar ways.
Progressive Disclosure
Confirmation
Consistency
Face- ism Ratio
13. A property of visual equivalence among elements in a form.
Symmetry
Good Continuation
Cognitive Dissonance
Three- Dimensional Projection
14. An original model on which something is patterned
Pygmalion Effect
Garbage In - Garbage Out
Archetype
Normal Distribution
15. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Constancy
Feedback Loop
Attractiveness Bias
Structural Forms
16. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Chunking
Weakest Link
Flexibility-Usability Tradeoff
Hawthorne Effect
17. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
80/20 Rule
Most Average Facial Appearance Effect
Constancy
Control
18. The debgree to which prose can be understood - based on the complexity of words and sentences.
Highlighting
Rosenthal Effect
Readability
Cost-Benefit
19. The relative ease with which a destination - idea - or concept may be reached.
Feedback Loop
Mapping
Accessibility
Symmetry
20. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Waist to Hip Ratio
Control
Scaling Fallacy
21. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Modularity
Maslow's Hierarchy of Needs
Figure-Ground Relationship
22. The time it takes to make a decision increases as the number of alternatives increases.
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23. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Immersion
Iteration
Highlighting
Progressive Disclosure
24. An action or ommission of action yielding an unintended result.
Fibonacci Sequence
Iconic Representation
Confirmation
Errors
25. Teachers treat students differently based on their expectations of how students will perform.
Five Hat Racks
Classical Conditioning
Rosenthal Effect
Performance vs. Preference
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Closure
Good Continuation
Interference Effects
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Expectation Effect
Fitts' Law
Prototyping
Iconic Representation
28. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
80/20 Rule
Picture Superiority Effect
Errors
29. 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.
Pygmalion Effect
Feedback Loop
Errors
Waist to Hip Ratio
30. A ratio within the elements of a form - such as height to width - approximating 0.618.
Development Cycle
Alignment
Golden Ratio
Five Hat Racks
31. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hierarchy
Expectation Effect
Signal- to- Noise Ratio
Framing
32. 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.)
Closure
Prospect-Refuge
Expectation Effect
Mental Model
33. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Convergence
Prototyping
Ockham's Razor
34. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Control
Framing
Shaping
Highlighting
35. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Self- similarity
Expectation Effect
Forgiveness
36. A property in which a form is made up of parts similar to the whole or to one another.
Demand Characteristics
Self- similarity
Pygmalion Effect
Prototyping
37. 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.
Control
Recognition over recall
Fibonacci Sequence
Chunking
38. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Consistency
Prospect-Refuge
Visibility
Hick's Law
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Scaling Fallacy
Closure
Factor of Safety
Mental Model
40. 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.
Cognitive Dissonance
Good Continuation
Five Hat Racks
Defensible Space
41. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Constraint
Similarity
Chunking
42. The time required to move to a target is a function of the target size and distance to the target.
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43. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Affordance
Figure-Ground Relationship
Iteration
44. 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.
Rosenthal Effect
Prospect-Refuge
Hierarchy
Savanna Preference
45. A method of limiting the actions that can be performed on a system.
Constraint
Gutenberg Diagram
Storytelling
Errors
46. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Satisficing
Von Restorff Effect
Placebo effect
Self- similarity
47. The usability of a system is improved when its status and methods of use are clearly visible.
Life Cycle
Visibility
Uniform Connectedness
Savanna Preference
48. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Operant Conditioning
Serial Position Effects
Threat detection
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Normal Distribution
Gutenberg Diagram
Rule of Thirds
50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Threat detection
Picture Superiority Effect
Expectation Effect
Baby-Face Bias