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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. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Iteration
Life Cycle
Mnemonic Device
Proximity
2. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Good Continuation
Demand Characteristics
Comparison
Hawthorne Effect
3. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Structural Forms
Recognition over recall
Similarity
Prototyping
4. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Face- ism Ratio
Weakest Link
Law of Pragnanz
80/20 Rule
5. The tendency for people to behave differently when they know they are being studied
Symmetry
Wayfinding
Law of Pragnanz
Hawthorne Effect
6. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Confirmation
Orientation Sensitivity
Visibility
7. The relative ease with which a destination - idea - or concept may be reached.
Von Restorff Effect
Hick's Law
Savanna Preference
Accessibility
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Life Cycle
Ockham's Razor
Prototyping
Legibility
9. The quality of system output is dependent on the quality of system input.
Baby-Face Bias
Garbage In - Garbage Out
Demand Characteristics
Consistency
10. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Three- Dimensional Projection
Serial Position Effects
Form Follows Function
Iconic Representation
11. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Convergence
Prospect-Refuge
Common Fate
Entry Point
12. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mental Model
Halo Effect
Mimicry
Comparison
13. An attribute of an object that allows people to intuitively know how to use it
Affordance
Threat detection
Savanna Preference
Archetype
14. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Prototyping
Weakest Link
Face- ism Ratio
Layering
15. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Performance Load
Forgiveness
Feedback Loop
Rosenthal Effect
16. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Hawthorne Effect
Hick's Law
Rule of Thirds
Halo Effect
17. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Fibonacci Sequence
Closure
Gutenberg Diagram
Cost-Benefit
18. The process of using spatial and environmental information to navigate to a destination.
Modularity
Mental Model
Hawthorne Effect
Wayfinding
19. Pictures are remembered better than words.
Modularity
Picture Superiority Effect
Constraint
Performance vs. Preference
20. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Alignment
Inverted Pyramid
Performance vs. Preference
Symmetry
21. 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
Redundancy
Good Continuation
Legibility
22. A process of repeating a set of operation until a specific result is achieved.
Iteration
Maslow's Hierarchy of Needs
Defensible Space
Layering
23. 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?)
Self- similarity
Cost-Benefit
Top- Down Lighting Bias
Immersion
24. A ratio within the elements of a form - such as height to width - approximating 0.618.
Immersion
Face- ism Ratio
Inverted Pyramid
Golden Ratio
25. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Flexibility-Usability Tradeoff
Development Cycle
Wayfinding
Pygmalion Effect
26. The use of pictorial images to improve the recognition and recall of signs and controls.
Most Average Facial Appearance Effect
Iconic Representation
Von Restorff Effect
Top- Down Lighting Bias
27. 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.
Control
Serial Position Effects
Recognition over recall
Layering
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Hick's Law
Demand Characteristics
Similarity
Structural Forms
29. Given a choice between functionally equivalent designs - the simplest design should be selected.
30. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Development Cycle
Cost-Benefit
Structural Forms
Prototyping
31. 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.
Control
Redundancy
Mapping
Threat detection
32. 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.
Errors
Layering
Readability
Chunking
33. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Symmetry
Hawthorne Effect
Framing
34. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Placebo effect
Modularity
Face- ism Ratio
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Top- Down Lighting Bias
Classical Conditioning
Control
Alignment
36. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Forgiveness
Mental Model
Cognitive Dissonance
Iconic Representation
37. A sequence of numbers in which each number is the sum of the preceding two.
Modularity
Fibonacci Sequence
Uncertainty Principle
Baby-Face Bias
38. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Form Follows Function
Accessibility
Five Hat Racks
Chunking
39. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mimicry
Normal Distribution
Most Average Facial Appearance Effect
Uncertainty Principle
40. The usability of a system is improved when similar parts are expressed in similar ways.
Signal- to- Noise Ratio
Mental Model
Visibility
Consistency
41. A process in which similar characteristics evolve independently in multiple systems.
Flexibility-Usability Tradeoff
Similarity
Baby-Face Bias
Convergence
42. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Pygmalion Effect
Classical Conditioning
Life Cycle
Convergence
43. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Archetype
Rule of Thirds
Uncertainty Principle
Alignment
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Constancy
Threat detection
Structural Forms
Alignment
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
46. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Law of Pragnanz
Satisficing
Hierarchy of Needs (Design)
Hick's Law
47. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Performance Load
Mapping
Hick's Law
48. An action or ommission of action yielding an unintended result.
Scaling Fallacy
Errors
Uncertainty Principle
Signal- to- Noise Ratio
49. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Fibonacci Sequence
Prospect-Refuge
Inverted Pyramid
Progressive Disclosure
50. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Figure-Ground Relationship
Garbage In - Garbage Out
Rule of Thirds
Classical Conditioning