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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 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.
Archetype
Framing
Redundancy
Visibility
2. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Modularity
Symmetry
Weakest Link
3. As the flexiblity of a system increases - its usability decreases.
Chunking
Classical Conditioning
Flexibility-Usability Tradeoff
Good Continuation
4. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Constancy
Immersion
Modularity
Cost-Benefit
5. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Demand Characteristics
Orientation Sensitivity
Errors
6. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Golden Ratio
Cost-Benefit
Serial Position Effects
Life Cycle
7. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Wayfinding
Signal- to- Noise Ratio
Classical Conditioning
Mnemonic Device
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Mapping
Demand Characteristics
Proximity
80/20 Rule
9. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Cognitive Dissonance
Halo Effect
Placebo effect
10. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Depth of Processing
Similarity
Face- ism Ratio
Form Follows Function
11. A method of limiting the actions that can be performed on a system.
Defensible Space
Constraint
Expectation Effect
Fibonacci Sequence
12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Life Cycle
Prototyping
Cognitive Dissonance
13. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Signal- to- Noise Ratio
Wayfinding
Comparison
Face- ism Ratio
14. The use of pictorial images to improve the recognition and recall of signs and controls.
Signal- to- Noise Ratio
Five Hat Racks
Exposure Effect
Iconic Representation
15. An original model on which something is patterned
Common Fate
Pygmalion Effect
Feedback Loop
Archetype
16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Picture Superiority Effect
Depth of Processing
Threat detection
Garbage In - Garbage Out
17. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Expectation Effect
Visibility
Operant Conditioning
18. 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
Common Fate
Three- Dimensional Projection
Top- Down Lighting Bias
Constraint
19. The tendency for people to behave differently when they know they are being studied
Operant Conditioning
Hawthorne Effect
Similarity
Hierarchy of Needs (Design)
20. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Five Hat Racks
Face- ism Ratio
Chunking
21. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Waist to Hip Ratio
Uniform Connectedness
Classical Conditioning
Satisficing
22. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Progressive Disclosure
Layering
Scaling Fallacy
Five Hat Racks
23. Given a choice between functionally equivalent designs - the simplest design should be selected.
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24. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Von Restorff Effect
Layering
Exposure Effect
Five Hat Racks
25. The usability of a system is improved when its status and methods of use are clearly visible.
Wayfinding
Modularity
Visibility
Mapping
26. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Form Follows Function
Exposure Effect
Defensible Space
Forgiveness
27. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Picture Superiority Effect
Forgiveness
Halo Effect
28. 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
Development Cycle
Inverted Pyramid
Serial Position Effects
29. 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
Normal Distribution
Figure-Ground Relationship
Development Cycle
30. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Archetype
Performance Load
Comparison
Defensible Space
31. 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
Recognition over recall
Interference Effects
Mapping
32. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Defensible Space
Cost-Benefit
Maslow's Hierarchy of Needs
Performance Load
33. 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.
Readability
Hierarchy
Maslow's Hierarchy of Needs
Savanna Preference
34. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Comparison
Three- Dimensional Projection
Visibility
Five Hat Racks
35. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Law of Pragnanz
Affordance
Performance vs. Preference
Confirmation
36. 80% of the effects generated by any large system are caused by 20% of the variables.
Weakest Link
80/20 Rule
Closure
Picture Superiority Effect
37. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Baby-Face Bias
Placebo effect
Confirmation
Prototyping
38. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Exposure Effect
Cost-Benefit
Closure
39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Defensible Space
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Three- Dimensional Projection
40. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Five Hat Racks
Attractiveness Bias
Cost-Benefit
41. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Feedback Loop
Uncertainty Principle
Uniform Connectedness
Storytelling
42. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Hierarchy
Layering
Structural Forms
Five Hat Racks
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Common Fate
Modularity
Classical Conditioning
Storytelling
44. 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?)
Factor of Safety
Defensible Space
Cost-Benefit
Redundancy
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Form Follows Function
Baby-Face Bias
Uniform Connectedness
Control
46. A sequence of numbers in which each number is the sum of the preceding two.
Hawthorne Effect
Modularity
Signal- to- Noise Ratio
Fibonacci Sequence
47. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Comparison
Mnemonic Device
Affordance
Flexibility-Usability Tradeoff
48. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Hawthorne Effect
Mapping
Entry Point
49. 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.
Fibonacci Sequence
Hierarchy of Needs (Design)
Consistency
Prospect-Refuge
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Development Cycle
Weakest Link
Exposure Effect
Halo Effect