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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. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Classical Conditioning
Constancy
Iconic Representation
2. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Garbage In - Garbage Out
Cost-Benefit
Self- similarity
3. 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.
Face- ism Ratio
Weakest Link
Operant Conditioning
Waist to Hip Ratio
4. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Good Continuation
Mental Model
Expectation Effect
5. The time it takes to make a decision increases as the number of alternatives increases.
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Closure
Layering
Storytelling
Iteration
7. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Fitts' Law
Normal Distribution
Comparison
Closure
8. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Storytelling
Ockham's Razor
Wayfinding
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Structural Forms
Mental Model
Hawthorne Effect
10. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Prospect-Refuge
80/20 Rule
Flexibility-Usability Tradeoff
Uncertainty Principle
11. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Proximity
Hick's Law
Rule of Thirds
12. A process in which similar characteristics evolve independently in multiple systems.
Errors
Rosenthal Effect
Convergence
Garbage In - Garbage Out
13. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Serial Position Effects
Similarity
Defensible Space
Layering
14. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Feedback Loop
Law of Pragnanz
Entry Point
Demand Characteristics
15. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Storytelling
Baby-Face Bias
Common Fate
16. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Proximity
Hick's Law
Immersion
17. A technique for bringing attention to an area of text or image.
Classical Conditioning
Good Continuation
Modularity
Highlighting
18. A ratio within the elements of a form - such as height to width - approximating 0.618.
Baby-Face Bias
Golden Ratio
Proximity
Exposure Effect
19. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Pygmalion Effect
Most Average Facial Appearance Effect
Maslow's Hierarchy of Needs
Wayfinding
20. The debgree to which prose can be understood - based on the complexity of words and sentences.
Legibility
Performance vs. Preference
Readability
Convergence
21. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Legibility
Prospect-Refuge
Fibonacci Sequence
22. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Picture Superiority Effect
Recognition over recall
Pygmalion Effect
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
24. The use of pictorial images to improve the recognition and recall of signs and controls.
Placebo effect
Iconic Representation
Pygmalion Effect
Rosenthal Effect
25. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Signal- to- Noise Ratio
Hierarchy
Immersion
Constraint
26. 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
Convergence
Garbage In - Garbage Out
Progressive Disclosure
27. A relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Feedback Loop
Cost-Benefit
Ockham's Razor
Picture Superiority 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.
Rosenthal Effect
Chunking
Comparison
Control
29. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Proximity
Mimicry
Weakest Link
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Feedback Loop
Ockham's Razor
Constancy
Legibility
31. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hawthorne Effect
Archetype
Fitts' Law
Interference Effects
32. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Good Continuation
Mnemonic Device
Legibility
Baby-Face Bias
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Uniform Connectedness
Visibility
Feedback Loop
34. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Law of Pragnanz
Performance Load
Classical Conditioning
Operant Conditioning
35. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Exposure Effect
Constancy
Control
Placebo effect
36. 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
Operant Conditioning
Mental Model
Satisficing
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Progressive Disclosure
Constraint
Weakest Link
Chunking
38. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Layering
Placebo effect
Hawthorne Effect
39. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Constraint
Rule of Thirds
Performance Load
Affordance
40. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Modularity
Readability
Demand Characteristics
Structural Forms
41. Given a choice between functionally equivalent designs - the simplest design should be selected.
42. A process of repeating a set of operation until a specific result is achieved.
Iteration
Uncertainty Principle
Readability
Gutenberg Diagram
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Alignment
Framing
Scaling Fallacy
Modularity
44. 80% of the effects generated by any large system are caused by 20% of the variables.
Von Restorff Effect
Hick's Law
80/20 Rule
Feedback Loop
45. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Symmetry
Waist to Hip Ratio
Uncertainty Principle
46. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Performance vs. Preference
Inverted Pyramid
Iconic Representation
47. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Fitts' Law
Law of Pragnanz
Wayfinding
Placebo effect
48. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Affordance
Recognition over recall
Defensible Space
Wayfinding
49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Normal Distribution
Performance vs. Preference
Factor of Safety
Exposure Effect
50. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Classical Conditioning
Normal Distribution
Most Average Facial Appearance Effect
Progressive Disclosure