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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. Given a choice between functionally equivalent designs - the simplest design should be selected.
2. The quality of system output is dependent on the quality of system input.
Archetype
Figure-Ground Relationship
Garbage In - Garbage Out
Highlighting
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Three- Dimensional Projection
Classical Conditioning
Cognitive Dissonance
Mimicry
4. A tendency to see objects and patterns as 3D when certain visual cues are present.
Signal- to- Noise Ratio
Symmetry
Life Cycle
Three- Dimensional Projection
5. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Operant Conditioning
Form Follows Function
Archetype
Demand Characteristics
6. 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.
Framing
Iteration
Scaling Fallacy
Good Continuation
7. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Hawthorne Effect
Feedback Loop
Life Cycle
8. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Garbage In - Garbage Out
Performance Load
Weakest Link
9. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Defensible Space
Fibonacci Sequence
Factor of Safety
Iteration
10. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Demand Characteristics
Gutenberg Diagram
Highlighting
Framing
11. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Cost-Benefit
Mapping
Symmetry
12. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Readability
Prototyping
Savanna Preference
Form Follows Function
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Symmetry
Top- Down Lighting Bias
Law of Pragnanz
14. 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
Constraint
Gutenberg Diagram
Convergence
15. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Iteration
Golden Ratio
Affordance
16. A property of visual equivalence among elements in a form.
Forgiveness
Framing
Archetype
Symmetry
17. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Development Cycle
Fibonacci Sequence
Chunking
18. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Performance Load
Redundancy
Life Cycle
Confirmation
19. The time required to move to a target is a function of the target size and distance to the target.
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Operant Conditioning
Life Cycle
Immersion
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Satisficing
Hierarchy
Affordance
Visibility
22. 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.
Threat detection
Halo Effect
Mapping
Three- Dimensional Projection
23. 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.
Placebo effect
Hick's Law
Serial Position Effects
Consistency
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Mental Model
Common Fate
Immersion
25. A method of limiting the actions that can be performed on a system.
Mimicry
Constraint
Entry Point
Inverted Pyramid
26. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Progressive Disclosure
Layering
Satisficing
27. 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.
80/20 Rule
Hierarchy of Needs (Design)
Golden Ratio
Attractiveness Bias
28. The time it takes to make a decision increases as the number of alternatives increases.
29. An original model on which something is patterned
Savanna Preference
Cost-Benefit
Archetype
Uncertainty Principle
30. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hick's Law
Comparison
Accessibility
Mnemonic Device
31. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Three- Dimensional Projection
Redundancy
Factor of Safety
32. The usability of a system is improved when its status and methods of use are clearly visible.
Savanna Preference
Visibility
Hawthorne Effect
Picture Superiority Effect
33. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Satisficing
Confirmation
Mimicry
Closure
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Constancy
Legibility
Errors
35. 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.
Orientation Sensitivity
Legibility
Figure-Ground Relationship
Waist to Hip Ratio
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Structural Forms
Weakest Link
Top- Down Lighting Bias
Operant Conditioning
37. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Satisficing
Confirmation
Uniform Connectedness
Form Follows Function
38. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Life Cycle
Savanna Preference
Prototyping
Closure
39. 80% of the effects generated by any large system are caused by 20% of the variables.
Depth of Processing
80/20 Rule
Cost-Benefit
Common Fate
40. 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
Normal Distribution
Common Fate
Mapping
Satisficing
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Demand Characteristics
Golden Ratio
Symmetry
Form Follows Function
42. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Comparison
Satisficing
Feedback Loop
Interference Effects
43. Pictures are remembered better than words.
Flexibility-Usability Tradeoff
Shaping
Picture Superiority Effect
Storytelling
44. Memory for recognizing things is better than memory for recalling things.
Factor of Safety
Iconic Representation
Most Average Facial Appearance Effect
Recognition over recall
45. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Highlighting
Five Hat Racks
Framing
Immersion
46. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Feedback Loop
Cognitive Dissonance
Mnemonic Device
Chunking
47. An action or ommission of action yielding an unintended result.
Development Cycle
Errors
Hierarchy
Iteration
48. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Signal- to- Noise Ratio
Mapping
Von Restorff Effect
Waist to Hip Ratio
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Figure-Ground Relationship
Satisficing
Affordance
Shaping
50. An attribute of an object that allows people to intuitively know how to use it
Operant Conditioning
Affordance
Convergence
Redundancy