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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 relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Archetype
Mapping
Uncertainty Principle
Feedback Loop
2. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Layering
Constancy
Garbage In - Garbage Out
3. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Picture Superiority Effect
Golden Ratio
Highlighting
4. 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)
Fitts' Law
Readability
Framing
Scaling Fallacy
5. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Affordance
Most Average Facial Appearance Effect
Accessibility
Storytelling
6. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Top- Down Lighting Bias
Mental Model
Entry Point
7. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Similarity
Three- Dimensional Projection
Modularity
Iteration
8. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Cost-Benefit
Layering
Mnemonic Device
Chunking
9. 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.)
Normal Distribution
Expectation Effect
Three- Dimensional Projection
Mapping
10. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Constraint
Inverted Pyramid
Attractiveness Bias
Threat detection
11. The tendency for people to perform better or worse based on the expectations of another.
Operant Conditioning
Pygmalion Effect
Similarity
Maslow's Hierarchy of Needs
12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Affordance
Law of Pragnanz
Common Fate
Constancy
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Hick's Law
Classical Conditioning
Defensible Space
Prospect-Refuge
14. Given a choice between functionally equivalent designs - the simplest design should be selected.
15. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Mimicry
Closure
Face- ism Ratio
16. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Structural Forms
Framing
Prototyping
Layering
17. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Hierarchy of Needs (Design)
Satisficing
Uniform Connectedness
Baby-Face Bias
18. Elements that are close together are percieved to be more related than elements that are farther apart.
Iconic Representation
Proximity
Errors
Signal- to- Noise Ratio
19. 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.
Hierarchy of Needs (Design)
Wayfinding
Confirmation
Redundancy
20. An action or ommission of action yielding an unintended result.
Expectation Effect
Errors
Constancy
Iteration
21. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Consistency
Prospect-Refuge
Face- ism Ratio
Readability
22. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Entry Point
Common Fate
Convergence
Baby-Face Bias
23. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Similarity
Alignment
Rosenthal Effect
Affordance
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Highlighting
Garbage In - Garbage Out
Constancy
25. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Iteration
Common Fate
Hawthorne Effect
Layering
26. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Three- Dimensional Projection
Performance vs. Preference
Five Hat Racks
Weakest Link
27. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hick's Law
Weakest Link
Factor of Safety
Mapping
28. The time it takes to make a decision increases as the number of alternatives increases.
29. The usability of a system is improved when similar parts are expressed in similar ways.
Ockham's Razor
Waist to Hip Ratio
Consistency
Halo Effect
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Threat detection
Fitts' Law
Picture Superiority Effect
31. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mimicry
Readability
Baby-Face Bias
Fitts' Law
32. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Structural Forms
Fibonacci Sequence
Face- ism Ratio
Classical Conditioning
33. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Convergence
Accessibility
Modularity
Attractiveness Bias
34. 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.
Comparison
Maslow's Hierarchy of Needs
Mnemonic Device
Waist to Hip Ratio
35. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Readability
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
36. Elements that are similar are perceived to be more related than elements that are dissimilar.
Common Fate
Factor of Safety
Mnemonic Device
Similarity
37. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Inverted Pyramid
Hick's Law
Control
Confirmation
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Comparison
Von Restorff Effect
Life Cycle
39. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Legibility
Closure
Cognitive Dissonance
Attractiveness Bias
40. A process in which similar characteristics evolve independently in multiple systems.
Layering
Hierarchy of Needs (Design)
Structural Forms
Convergence
41. 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 Load
Baby-Face Bias
Garbage In - Garbage Out
Serial Position Effects
42. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Top- Down Lighting Bias
Fibonacci Sequence
Face- ism Ratio
Orientation Sensitivity
43. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Placebo effect
Mimicry
Fitts' Law
Defensible Space
44. The time required to move to a target is a function of the target size and distance to the target.
45. A tendency to see objects and patterns as 3D when certain visual cues are present.
Satisficing
Three- Dimensional Projection
Errors
Ockham's Razor
46. A ratio within the elements of a form - such as height to width - approximating 0.618.
Threat detection
Golden Ratio
Mapping
Satisficing
47. The use of pictorial images to improve the recognition and recall of signs and controls.
Entry Point
Iconic Representation
Face- ism Ratio
Placebo effect
48. 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
Savanna Preference
Baby-Face Bias
Accessibility
49. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Fibonacci Sequence
80/20 Rule
Life Cycle
Form Follows Function
50. 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
Interference Effects
Life Cycle
Mapping