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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 simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Cognitive Dissonance
Prototyping
Prospect-Refuge
Life Cycle
2. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mental Model
Visibility
Most Average Facial Appearance Effect
Development Cycle
3. 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.
Uncertainty Principle
Feedback Loop
Serial Position Effects
Mapping
4. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Baby-Face Bias
Cognitive Dissonance
Mnemonic Device
Confirmation
5. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Figure-Ground Relationship
Demand Characteristics
Waist to Hip Ratio
6. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Inverted Pyramid
Similarity
Form Follows Function
7. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Hierarchy of Needs (Design)
Form Follows Function
Structural Forms
8. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Prospect-Refuge
Law of Pragnanz
Demand Characteristics
Good Continuation
9. The relative ease with which a destination - idea - or concept may be reached.
Von Restorff Effect
Defensible Space
Face- ism Ratio
Accessibility
10. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Iteration
Defensible Space
Cost-Benefit
11. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Progressive Disclosure
Demand Characteristics
Confirmation
12. A process in which similar characteristics evolve independently in multiple systems.
Layering
Convergence
Uniform Connectedness
Immersion
13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Consistency
Entry Point
Ockham's Razor
14. Given a choice between functionally equivalent designs - the simplest design should be selected.
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15. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Modularity
Framing
Von Restorff Effect
16. 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
Iteration
Mimicry
Classical Conditioning
17. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Hick's Law
Control
Affordance
18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Ockham's Razor
Comparison
Iconic Representation
Hierarchy
19. As the flexiblity of a system increases - its usability decreases.
Factor of Safety
Five Hat Racks
Expectation Effect
Flexibility-Usability Tradeoff
20. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Iteration
Attractiveness Bias
Consistency
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Pygmalion Effect
Inverted Pyramid
Halo Effect
Shaping
22. The tendency for people to perform better or worse based on the expectations of another.
Progressive Disclosure
Rule of Thirds
Uniform Connectedness
Pygmalion Effect
23. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Pygmalion Effect
Most Average Facial Appearance Effect
Face- ism Ratio
24. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Consistency
Legibility
Modularity
Symmetry
25. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Symmetry
Classical Conditioning
Mapping
26. 80% of the effects generated by any large system are caused by 20% of the variables.
Savanna Preference
Weakest Link
Orientation Sensitivity
80/20 Rule
27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Depth of Processing
Entry Point
Development Cycle
28. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Most Average Facial Appearance Effect
Depth of Processing
Satisficing
29. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Expectation Effect
80/20 Rule
Form Follows Function
Cognitive Dissonance
30. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Serial Position Effects
Von Restorff Effect
Layering
Visibility
31. 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.
Serial Position Effects
Waist to Hip Ratio
Savanna Preference
Mental Model
32. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Fibonacci Sequence
Storytelling
Inverted Pyramid
Baby-Face Bias
33. Elements that are close together are percieved to be more related than elements that are farther apart.
80/20 Rule
Proximity
Uniform Connectedness
Expectation Effect
34. 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.
Demand Characteristics
Archetype
Savanna Preference
Exposure Effect
35. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Picture Superiority Effect
Pygmalion Effect
Signal- to- Noise Ratio
Closure
36. Patients experience treatment effects based on their belief that a treatment will work.
Symmetry
Placebo effect
Confirmation
Consistency
37. Pictures are remembered better than words.
Symmetry
Storytelling
Picture Superiority Effect
Ockham's Razor
38. 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.
Self- similarity
Good Continuation
Affordance
Closure
39. 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
Chunking
Von Restorff Effect
Common Fate
Weakest Link
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.
Redundancy
Hick's Law
Inverted Pyramid
Flexibility-Usability Tradeoff
41. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Errors
Symmetry
Interference Effects
Self- similarity
42. A method of limiting the actions that can be performed on a system.
Alignment
Constraint
Common Fate
Five Hat Racks
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Orientation Sensitivity
Depth of Processing
Forgiveness
Von Restorff Effect
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Control
Proximity
Threat detection
Figure-Ground Relationship
45. A technique for bringing attention to an area of text or image.
Layering
Waist to Hip Ratio
Highlighting
Archetype
46. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mnemonic Device
Alignment
Prospect-Refuge
Attractiveness Bias
47. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Framing
Alignment
Gutenberg Diagram
Scaling Fallacy
48. The process of using spatial and environmental information to navigate to a destination.
Gutenberg Diagram
Prototyping
Picture Superiority Effect
Wayfinding
49. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Flexibility-Usability Tradeoff
Weakest Link
Symmetry
Figure-Ground Relationship
50. 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?)
Most Average Facial Appearance Effect
Cost-Benefit
Mapping
Rule of Thirds