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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. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Orientation Sensitivity
Fitts' Law
Wayfinding
2. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Three- Dimensional Projection
Symmetry
Wayfinding
Performance Load
3. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Performance vs. Preference
Affordance
Expectation Effect
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)
Scaling Fallacy
Uniform Connectedness
Fibonacci Sequence
Convergence
5. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Interference Effects
Picture Superiority Effect
Constancy
Good Continuation
6. The usability of a system is improved when its status and methods of use are clearly visible.
Similarity
Recognition over recall
Halo Effect
Visibility
7. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Chunking
Proximity
Face- ism Ratio
Affordance
8. Given a choice between functionally equivalent designs - the simplest design should be selected.
9. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Consistency
Shaping
Iteration
10. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Similarity
Wayfinding
Classical Conditioning
11. 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.
Feedback Loop
Inverted Pyramid
Performance Load
Accessibility
12. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hierarchy
Depth of Processing
Attractiveness Bias
Picture Superiority Effect
13. 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.
Golden Ratio
Redundancy
Highlighting
Wayfinding
14. The time it takes to make a decision increases as the number of alternatives increases.
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Accessibility
Classical Conditioning
Errors
Normal Distribution
16. 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.
Five Hat Racks
Prospect-Refuge
Chunking
Mental Model
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Orientation Sensitivity
Prospect-Refuge
Iteration
Layering
18. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Prototyping
Confirmation
Orientation Sensitivity
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Threat detection
Entry Point
Baby-Face Bias
Uniform Connectedness
20. 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.
Factor of Safety
Similarity
Baby-Face Bias
Savanna Preference
21. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Affordance
Constraint
Normal Distribution
22. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Affordance
Constancy
Comparison
Performance vs. Preference
23. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Prototyping
Classical Conditioning
Operant Conditioning
Mimicry
24. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Feedback Loop
Redundancy
Closure
Mental Model
25. 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.
Top- Down Lighting Bias
Prototyping
Waist to Hip Ratio
Ockham's Razor
26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Constancy
Iconic Representation
Operant Conditioning
Confirmation
27. 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?)
Baby-Face Bias
Hawthorne Effect
Cost-Benefit
Serial Position Effects
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Good Continuation
Flexibility-Usability Tradeoff
Baby-Face Bias
Von Restorff Effect
29. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Feedback Loop
Life Cycle
Shaping
30. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
31. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Constraint
Operant Conditioning
Attractiveness Bias
32. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Savanna Preference
Good Continuation
Common Fate
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Savanna Preference
Threat detection
Performance Load
Consistency
34. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Defensible Space
Affordance
Threat detection
Mnemonic Device
35. Memory for recognizing things is better than memory for recalling things.
Control
Uniform Connectedness
Recognition over recall
Golden Ratio
36. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Affordance
Wayfinding
Rosenthal Effect
Forgiveness
37. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Legibility
Progressive Disclosure
Prototyping
38. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Waist to Hip Ratio
Comparison
Performance vs. Preference
39. As the flexiblity of a system increases - its usability decreases.
Satisficing
Five Hat Racks
Flexibility-Usability Tradeoff
Errors
40. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Normal Distribution
Alignment
Signal- to- Noise Ratio
Demand Characteristics
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Rosenthal Effect
Prototyping
Normal Distribution
Control
42. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Feedback Loop
Storytelling
Self- similarity
Layering
43. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Fibonacci Sequence
Development Cycle
Defensible Space
Closure
44. An original model on which something is patterned
Shaping
Archetype
Von Restorff Effect
Mental Model
45. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Face- ism Ratio
Law of Pragnanz
Good Continuation
Structural Forms
46. The tendency for people to perform better or worse based on the expectations of another.
Mimicry
Entry Point
Pygmalion Effect
Iteration
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Forgiveness
Framing
Inverted Pyramid
48. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Errors
Prospect-Refuge
Entry Point
49. 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
Law of Pragnanz
Five Hat Racks
Mnemonic Device
50. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Entry Point
Demand Characteristics
Affordance