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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. People understand and interact with systems and environments based on mental representations developed from experience.
Good Continuation
Mental Model
Development Cycle
Picture Superiority Effect
2. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Rosenthal Effect
Hierarchy of Needs (Design)
Garbage In - Garbage Out
3. Given a choice between functionally equivalent designs - the simplest design should be selected.
4. A method of limiting the actions that can be performed on a system.
Readability
Shaping
Attractiveness Bias
Constraint
5. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Convergence
Placebo effect
Satisficing
Figure-Ground Relationship
6. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Constraint
Baby-Face Bias
Mnemonic Device
Most Average Facial Appearance Effect
7. 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.
Attractiveness Bias
Savanna Preference
Uniform Connectedness
Hierarchy of Needs (Design)
8. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Waist to Hip Ratio
Control
Chunking
Mental Model
9. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Visibility
Attractiveness Bias
Similarity
Figure-Ground Relationship
10. 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?)
Performance Load
Pygmalion Effect
Forgiveness
Cost-Benefit
11. 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.
Savanna Preference
Chunking
Accessibility
Legibility
12. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Signal- to- Noise Ratio
Uncertainty Principle
Exposure Effect
Five Hat Racks
13. An original model on which something is patterned
Von Restorff Effect
Development Cycle
Uniform Connectedness
Archetype
14. 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.
Factor of Safety
Halo Effect
Weakest Link
Hierarchy of Needs (Design)
15. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Exposure Effect
Ockham's Razor
Uniform Connectedness
Life Cycle
16. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Signal- to- Noise Ratio
Top- Down Lighting Bias
Fitts' Law
Redundancy
17. 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
Wayfinding
Common Fate
Progressive Disclosure
Alignment
18. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Five Hat Racks
Similarity
Pygmalion Effect
Uniform Connectedness
19. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Wayfinding
Serial Position Effects
Good Continuation
20. The time it takes to make a decision increases as the number of alternatives increases.
21. 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.
Hierarchy
Iteration
Chunking
Good Continuation
22. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Baby-Face Bias
Fibonacci Sequence
Layering
Threat detection
23. The usability of a system is improved when similar parts are expressed in similar ways.
Scaling Fallacy
Hick's Law
Demand Characteristics
Consistency
24. 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)
Serial Position Effects
Most Average Facial Appearance Effect
Weakest Link
Scaling Fallacy
25. A ratio within the elements of a form - such as height to width - approximating 0.618.
Three- Dimensional Projection
Readability
Consistency
Golden Ratio
26. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Life Cycle
Visibility
Shaping
Prototyping
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Fibonacci Sequence
Consistency
Shaping
28. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Chunking
Accessibility
Gutenberg Diagram
29. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Structural Forms
Errors
Layering
30. Pictures are remembered better than words.
Picture Superiority Effect
Progressive Disclosure
Garbage In - Garbage Out
Exposure Effect
31. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Storytelling
Framing
Factor of Safety
Three- Dimensional Projection
32. A process of repeating a set of operation until a specific result is achieved.
Iteration
Maslow's Hierarchy of Needs
Legibility
Most Average Facial Appearance Effect
33. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Maslow's Hierarchy of Needs
Framing
Storytelling
Prospect-Refuge
34. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Attractiveness Bias
Weakest Link
Performance vs. Preference
Fitts' Law
35. The debgree to which prose can be understood - based on the complexity of words and sentences.
Serial Position Effects
Readability
Maslow's Hierarchy of Needs
Expectation Effect
36. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Recognition over recall
Depth of Processing
Classical Conditioning
Factor of Safety
37. A technique that influences decision making and judgement by manipulating the way information is presented.
Figure-Ground Relationship
Common Fate
Iteration
Framing
38. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Rosenthal Effect
Cost-Benefit
Savanna Preference
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Top- Down Lighting Bias
Constraint
Three- Dimensional Projection
Gutenberg Diagram
40. 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.
Pygmalion Effect
Visibility
Redundancy
Rule of Thirds
41. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Figure-Ground Relationship
Baby-Face Bias
Good Continuation
42. A sequence of numbers in which each number is the sum of the preceding two.
Maslow's Hierarchy of Needs
Fibonacci Sequence
80/20 Rule
Baby-Face Bias
43. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Development Cycle
Flexibility-Usability Tradeoff
Figure-Ground Relationship
Accessibility
44. An action or ommission of action yielding an unintended result.
Demand Characteristics
Uniform Connectedness
Errors
Hick's Law
45. Patients experience treatment effects based on their belief that a treatment will work.
Expectation Effect
Placebo effect
Redundancy
Convergence
46. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Accessibility
Progressive Disclosure
Comparison
Entry Point
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Cognitive Dissonance
Proximity
Placebo effect
Baby-Face Bias
48. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Flexibility-Usability Tradeoff
Rule of Thirds
Accessibility
Mental Model
49. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Constraint
Law of Pragnanz
Chunking
Performance Load
50. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Uncertainty Principle
Control
Layering
Cognitive Dissonance