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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 method of limiting the actions that can be performed on a system.
Garbage In - Garbage Out
Threat detection
Orientation Sensitivity
Constraint
2. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Baby-Face Bias
Rule of Thirds
Classical Conditioning
Defensible Space
3. 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
Classical Conditioning
Hierarchy
Scaling Fallacy
4. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Flexibility-Usability Tradeoff
Similarity
Feedback Loop
5. Teachers treat students differently based on their expectations of how students will perform.
Symmetry
Performance vs. Preference
Accessibility
Rosenthal Effect
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Hierarchy
Performance Load
Maslow's Hierarchy of Needs
Development Cycle
7. Given a choice between functionally equivalent designs - the simplest design should be selected.
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8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Structural Forms
Exposure Effect
Performance Load
Uncertainty Principle
9. 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.
Control
Mapping
Savanna Preference
Forgiveness
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Confirmation
Structural Forms
Most Average Facial Appearance Effect
11. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fitts' Law
Hierarchy of Needs (Design)
Gutenberg Diagram
Orientation Sensitivity
12. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Placebo effect
Cost-Benefit
Uniform Connectedness
13. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Savanna Preference
Symmetry
Progressive Disclosure
Consistency
14. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Similarity
Performance vs. Preference
Golden Ratio
Constancy
15. Memory for recognizing things is better than memory for recalling things.
Iconic Representation
Five Hat Racks
Normal Distribution
Recognition over recall
16. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Normal Distribution
Face- ism Ratio
Modularity
Affordance
17. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Feedback Loop
Redundancy
Control
Entry Point
18. A sequence of numbers in which each number is the sum of the preceding two.
Closure
Fibonacci Sequence
Five Hat Racks
Shaping
19. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Affordance
Modularity
Storytelling
Form Follows Function
20. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Maslow's Hierarchy of Needs
Pygmalion Effect
Most Average Facial Appearance Effect
Chunking
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Prospect-Refuge
Shaping
Hierarchy
Scaling Fallacy
22. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Legibility
Comparison
Entry Point
23. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Consistency
Demand Characteristics
Similarity
Serial Position Effects
24. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Convergence
Halo Effect
Mental Model
Proximity
25. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Picture Superiority Effect
Fitts' Law
Satisficing
Forgiveness
26. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Convergence
Symmetry
Mnemonic Device
27. The tendency for people to behave differently when they know they are being studied
Inverted Pyramid
Hawthorne Effect
Expectation Effect
Ockham's Razor
28. The usability of a system is improved when similar parts are expressed in similar ways.
Fibonacci Sequence
Consistency
Flexibility-Usability Tradeoff
Orientation Sensitivity
29. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Uniform Connectedness
Affordance
Signal- to- Noise Ratio
Recognition over recall
30. As the flexiblity of a system increases - its usability decreases.
Inverted Pyramid
Flexibility-Usability Tradeoff
Comparison
Expectation Effect
31. 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.)
Accessibility
Serial Position Effects
Common Fate
Expectation Effect
32. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Rosenthal Effect
Inverted Pyramid
Defensible Space
Convergence
33. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Top- Down Lighting Bias
Mapping
80/20 Rule
34. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Redundancy
Alignment
Mimicry
Uncertainty Principle
35. 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.
Good Continuation
Figure-Ground Relationship
Serial Position Effects
Signal- to- Noise Ratio
36. A process of repeating a set of operation until a specific result is achieved.
Errors
Iteration
Face- ism Ratio
Factor of Safety
37. Patients experience treatment effects based on their belief that a treatment will work.
Prospect-Refuge
Performance Load
Confirmation
Placebo effect
38. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Fibonacci Sequence
Uncertainty Principle
Weakest Link
Feedback Loop
39. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Law of Pragnanz
Depth of Processing
Rule of Thirds
40. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Structural Forms
Alignment
Development Cycle
Depth of Processing
41. 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
Inverted Pyramid
Iteration
Common Fate
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Expectation Effect
Uncertainty Principle
Classical Conditioning
Confirmation
43. The time required to move to a target is a function of the target size and distance to the target.
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44. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Ockham's Razor
Gutenberg Diagram
Figure-Ground Relationship
45. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Figure-Ground Relationship
Demand Characteristics
Threat detection
Garbage In - Garbage Out
46. The time it takes to make a decision increases as the number of alternatives increases.
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47. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Feedback Loop
Constraint
Baby-Face Bias
48. 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.
Chunking
Satisficing
Uniform Connectedness
Recognition over recall
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Storytelling
Serial Position Effects
Control
Interference Effects
50. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Figure-Ground Relationship
Confirmation
Progressive Disclosure