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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 for preventing unintended actions by requiring verification of the actions before they are performed.
Garbage In - Garbage Out
Confirmation
Satisficing
Control
2. A method of limiting the actions that can be performed on a system.
Uniform Connectedness
Classical Conditioning
Self- similarity
Constraint
3. The quality of system output is dependent on the quality of system input.
Rule of Thirds
Garbage In - Garbage Out
Demand Characteristics
Factor of Safety
4. An attribute of an object that allows people to intuitively know how to use it
Shaping
Visibility
Affordance
Forgiveness
5. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Uncertainty Principle
Similarity
Structural Forms
Weakest Link
6. Elements that are similar are perceived to be more related than elements that are dissimilar.
Forgiveness
Mnemonic Device
Similarity
Pygmalion Effect
7. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Convergence
Garbage In - Garbage Out
Cognitive Dissonance
Halo Effect
8. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Hierarchy of Needs (Design)
Good Continuation
Fitts' Law
Constancy
9. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Closure
Gutenberg Diagram
Rosenthal Effect
Garbage In - Garbage Out
10. The time required to move to a target is a function of the target size and distance to the target.
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Self- similarity
Visibility
Orientation Sensitivity
Forgiveness
12. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Weakest Link
Garbage In - Garbage Out
Signal- to- Noise Ratio
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Normal Distribution
Storytelling
80/20 Rule
Flexibility-Usability Tradeoff
14. 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.)
Von Restorff Effect
Shaping
Similarity
Expectation Effect
15. An action or ommission of action yielding an unintended result.
Errors
Symmetry
Threat detection
Structural Forms
16. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Halo Effect
Progressive Disclosure
Serial Position Effects
Threat detection
17. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Signal- to- Noise Ratio
Entry Point
Uncertainty Principle
Constraint
18. People understand and interact with systems and environments based on mental representations developed from experience.
Fitts' Law
Serial Position Effects
Closure
Mental Model
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Factor of Safety
Defensible Space
Prototyping
Signal- to- Noise Ratio
20. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Proximity
Alignment
Constraint
Serial Position Effects
21. The usability of a system is improved when its status and methods of use are clearly visible.
Readability
Visibility
Progressive Disclosure
Most Average Facial Appearance Effect
22. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Face- ism Ratio
Top- Down Lighting Bias
Placebo effect
Entry Point
23. Pictures are remembered better than words.
Rule of Thirds
Picture Superiority Effect
Operant Conditioning
Errors
24. There are five ways to organize information: Category - time - location - alphabet - and continuum.
80/20 Rule
Von Restorff Effect
Mental Model
Five Hat Racks
25. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Closure
Fitts' Law
Life Cycle
Forgiveness
26. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
27. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Most Average Facial Appearance Effect
Von Restorff Effect
Face- ism Ratio
Comparison
28. 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.
Hierarchy of Needs (Design)
Framing
Structural Forms
Wayfinding
29. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Convergence
Hierarchy of Needs (Design)
Feedback Loop
Prospect-Refuge
30. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Constraint
Inverted Pyramid
Gutenberg Diagram
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.
Hawthorne Effect
Waist to Hip Ratio
Common Fate
Life Cycle
32. A ratio within the elements of a form - such as height to width - approximating 0.618.
Pygmalion Effect
Interference Effects
Mental Model
Golden Ratio
33. 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
Common Fate
Modularity
Factor of Safety
Comparison
34. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Expectation Effect
Halo Effect
Control
Accessibility
35. Memory for recognizing things is better than memory for recalling things.
Cognitive Dissonance
Chunking
Picture Superiority Effect
Recognition over recall
36. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Orientation Sensitivity
Hawthorne Effect
Figure-Ground Relationship
37. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Fitts' Law
Defensible Space
Factor of Safety
38. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Cognitive Dissonance
80/20 Rule
Feedback Loop
Closure
39. 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.
Uncertainty Principle
Exposure Effect
Scaling Fallacy
Mapping
40. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Face- ism Ratio
Flexibility-Usability Tradeoff
Structural Forms
Comparison
41. 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
Baby-Face Bias
Mnemonic Device
Exposure Effect
42. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Legibility
Form Follows Function
Five Hat Racks
Control
43. The time it takes to make a decision increases as the number of alternatives increases.
44. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Picture Superiority Effect
Iconic Representation
Operant Conditioning
Attractiveness Bias
45. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Errors
Progressive Disclosure
Common Fate
46. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Exposure Effect
Mental Model
Expectation Effect
47. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Form Follows Function
Immersion
Flexibility-Usability Tradeoff
Similarity
48. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Redundancy
Development Cycle
Self- similarity
Cost-Benefit
49. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Performance Load
Common Fate
Golden Ratio
Factor of Safety
50. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Face- ism Ratio
Figure-Ground Relationship
Prototyping
Common Fate