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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.
Waist to Hip Ratio
Symmetry
Mapping
Constraint
2. Memory for recognizing things is better than memory for recalling things.
Proximity
Recognition over recall
Baby-Face Bias
Accessibility
3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Flexibility-Usability Tradeoff
Rosenthal Effect
Interference Effects
Constancy
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Similarity
Common Fate
Control
Interference Effects
5. An action or ommission of action yielding an unintended result.
Form Follows Function
Errors
Entry Point
Hierarchy
6. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Picture Superiority Effect
Most Average Facial Appearance Effect
Performance vs. Preference
Structural Forms
7. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Exposure Effect
Feedback Loop
Garbage In - Garbage Out
8. Pictures are remembered better than words.
Confirmation
Picture Superiority Effect
Legibility
Accessibility
9. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Archetype
Attractiveness Bias
Interference Effects
Scaling Fallacy
10. A process in which similar characteristics evolve independently in multiple systems.
Uniform Connectedness
Mnemonic Device
Convergence
Life Cycle
11. A technique for bringing attention to an area of text or image.
Placebo effect
Most Average Facial Appearance Effect
Mimicry
Highlighting
12. A sequence of numbers in which each number is the sum of the preceding two.
Defensible Space
Hierarchy
Fibonacci Sequence
Mnemonic Device
13. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Common Fate
Gutenberg Diagram
Convergence
14. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Proximity
Mental Model
Archetype
15. 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.
Affordance
Accessibility
Good Continuation
Constancy
16. An original model on which something is patterned
Flexibility-Usability Tradeoff
Archetype
Framing
Golden Ratio
17. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Satisficing
Demand Characteristics
Cognitive Dissonance
Storytelling
18. 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.
Redundancy
Consistency
Good Continuation
Similarity
19. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Consistency
Layering
Interference Effects
Confirmation
20. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Life Cycle
Figure-Ground Relationship
Pygmalion Effect
Layering
21. 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.
Mapping
Serial Position Effects
Figure-Ground Relationship
Modularity
22. Elements that are close together are percieved to be more related than elements that are farther apart.
Signal- to- Noise Ratio
Factor of Safety
Progressive Disclosure
Proximity
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Figure-Ground Relationship
Performance Load
Baby-Face Bias
Orientation Sensitivity
24. 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
80/20 Rule
Entry Point
Closure
25. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Mimicry
Good Continuation
Performance vs. Preference
Expectation Effect
26. 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
Scaling Fallacy
Face- ism Ratio
Readability
27. A property of visual equivalence among elements in a form.
Symmetry
Legibility
80/20 Rule
Performance Load
28. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Layering
Self- similarity
Immersion
29. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Life Cycle
Comparison
Maslow's Hierarchy of Needs
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Orientation Sensitivity
Form Follows Function
Top- Down Lighting Bias
Immersion
31. Patients experience treatment effects based on their belief that a treatment will work.
Prototyping
Placebo effect
Golden Ratio
Serial Position Effects
32. A technique that influences decision making and judgement by manipulating the way information is presented.
Exposure Effect
Visibility
Framing
Mnemonic Device
33. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Structural Forms
Symmetry
Storytelling
Form Follows Function
34. 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
Mental Model
Affordance
Baby-Face Bias
35. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Normal Distribution
Recognition over recall
Face- ism Ratio
Picture Superiority Effect
36. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Confirmation
Inverted Pyramid
Life Cycle
Gutenberg Diagram
37. The debgree to which prose can be understood - based on the complexity of words and sentences.
Operant Conditioning
Readability
Serial Position Effects
Control
38. The time it takes to make a decision increases as the number of alternatives increases.
39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
80/20 Rule
Errors
Comparison
Chunking
40. People understand and interact with systems and environments based on mental representations developed from experience.
Confirmation
Mental Model
Common Fate
Constraint
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Fibonacci Sequence
Redundancy
Entry Point
42. A process of repeating a set of operation until a specific result is achieved.
Affordance
Garbage In - Garbage Out
Iteration
Uncertainty Principle
43. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Attractiveness Bias
Modularity
Consistency
44. 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.
Waist to Hip Ratio
Classical Conditioning
Top- Down Lighting Bias
Fibonacci Sequence
45. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Iconic Representation
Errors
Threat detection
46. 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.
Savanna Preference
Picture Superiority Effect
Flexibility-Usability Tradeoff
Factor of Safety
47. The process of using spatial and environmental information to navigate to a destination.
Normal Distribution
Ockham's Razor
Attractiveness Bias
Wayfinding
48. The quality of system output is dependent on the quality of system input.
Mental Model
Garbage In - Garbage Out
Development Cycle
Inverted Pyramid
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Exposure Effect
Shaping
Law of Pragnanz
Ockham's Razor
50. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Waist to Hip Ratio
Exposure Effect
Halo Effect
Storytelling