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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 designs that help people perform optimally are often not the same as the designs that people find most desirable.
Satisficing
Common Fate
Mimicry
Performance vs. Preference
2. An attribute of an object that allows people to intuitively know how to use it
Affordance
Life Cycle
Placebo effect
Iconic Representation
3. A process of repeating a set of operation until a specific result is achieved.
Uniform Connectedness
Depth of Processing
Iteration
80/20 Rule
4. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Orientation Sensitivity
Waist to Hip Ratio
80/20 Rule
Classical Conditioning
5. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Most Average Facial Appearance Effect
Face- ism Ratio
Affordance
6. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Prototyping
Feedback Loop
Normal Distribution
7. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Attractiveness Bias
Five Hat Racks
Life Cycle
Normal Distribution
8. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Orientation Sensitivity
Uniform Connectedness
Performance Load
Attractiveness Bias
9. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Similarity
Structural Forms
Performance vs. Preference
Interference Effects
10. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Signal- to- Noise Ratio
Prototyping
Readability
Alignment
11. The time it takes to make a decision increases as the number of alternatives increases.
12. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Mnemonic Device
Consistency
Von Restorff Effect
13. A method of limiting the actions that can be performed on a system.
Performance vs. Preference
Feedback Loop
Constraint
Ockham's Razor
14. The usability of a system is improved when its status and methods of use are clearly visible.
Hierarchy of Needs (Design)
Iteration
Visibility
Threat detection
15. Elements that are close together are percieved to be more related than elements that are farther apart.
Serial Position Effects
Good Continuation
Forgiveness
Proximity
16. Elements that are similar are perceived to be more related than elements that are dissimilar.
80/20 Rule
Similarity
Maslow's Hierarchy of Needs
Cognitive Dissonance
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
18. 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
Law of Pragnanz
Consistency
Layering
19. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mental Model
Normal Distribution
Three- Dimensional Projection
Uniform Connectedness
20. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Figure-Ground Relationship
Good Continuation
Entry Point
Development Cycle
21. The quality of system output is dependent on the quality of system input.
Uncertainty Principle
Garbage In - Garbage Out
80/20 Rule
Normal Distribution
22. A process in which similar characteristics evolve independently in multiple systems.
Placebo effect
Signal- to- Noise Ratio
Confirmation
Convergence
23. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Development Cycle
Baby-Face Bias
Confirmation
Shaping
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?)
Archetype
Cost-Benefit
Shaping
Uniform Connectedness
25. A technique for bringing attention to an area of text or image.
Highlighting
Most Average Facial Appearance Effect
Similarity
Gutenberg Diagram
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Confirmation
Iteration
Recognition over recall
27. 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.
Mapping
Top- Down Lighting Bias
Five Hat Racks
Entry Point
28. The usability of a system is improved when similar parts are expressed in similar ways.
Affordance
Hierarchy
Consistency
Five Hat Racks
29. People understand and interact with systems and environments based on mental representations developed from experience.
Most Average Facial Appearance Effect
Visibility
Prospect-Refuge
Mental Model
30. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Serial Position Effects
Highlighting
Satisficing
Comparison
31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Depth of Processing
Gutenberg Diagram
Layering
Uniform Connectedness
32. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Visibility
Operant Conditioning
Control
Satisficing
33. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Classical Conditioning
Defensible Space
Mimicry
34. The time required to move to a target is a function of the target size and distance to the target.
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Interference Effects
Maslow's Hierarchy of Needs
Alignment
Iconic Representation
36. A property in which a form is made up of parts similar to the whole or to one another.
Alignment
Iconic Representation
Self- similarity
Scaling Fallacy
37. Patients experience treatment effects based on their belief that a treatment will work.
80/20 Rule
Fibonacci Sequence
Placebo effect
Performance vs. Preference
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Savanna Preference
Operant Conditioning
Common Fate
Iconic Representation
39. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Baby-Face Bias
Development Cycle
Layering
Flexibility-Usability Tradeoff
40. Given a choice between functionally equivalent designs - the simplest design should be selected.
41. 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.
Performance Load
Feedback Loop
Defensible Space
Progressive Disclosure
42. The tendency for people to behave differently when they know they are being studied
Demand Characteristics
Hawthorne Effect
Satisficing
Iteration
43. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Cognitive Dissonance
Shaping
Wayfinding
Savanna Preference
44. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Convergence
Wayfinding
Hierarchy
Depth of Processing
45. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Satisficing
Demand Characteristics
Alignment
Hierarchy
46. Memory for recognizing things is better than memory for recalling things.
Accessibility
Errors
Mapping
Recognition over recall
47. A property of visual equivalence among elements in a form.
Symmetry
Cost-Benefit
Serial Position Effects
Errors
48. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Common Fate
Redundancy
Face- ism Ratio
49. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Mental Model
Face- ism Ratio
Redundancy
50. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Alignment
Redundancy
Serial Position Effects