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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 usability of a system is improved when its status and methods of use are clearly visible.
Signal- to- Noise Ratio
Visibility
Attractiveness Bias
Normal Distribution
2. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Framing
Highlighting
Feedback Loop
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Readability
Five Hat Racks
Similarity
Three- Dimensional Projection
4. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Archetype
Shaping
Chunking
Consistency
5. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Hierarchy of Needs (Design)
Prospect-Refuge
Layering
Affordance
6. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Prospect-Refuge
Form Follows Function
Depth of Processing
7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Readability
Weakest Link
Hierarchy
Satisficing
8. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Weakest Link
Comparison
Demand Characteristics
Closure
9. 80% of the effects generated by any large system are caused by 20% of the variables.
Demand Characteristics
Chunking
Errors
80/20 Rule
10. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Performance vs. Preference
Rosenthal Effect
Constancy
11. The time required to move to a target is a function of the target size and distance to the target.
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12. The usability of a system is improved when similar parts are expressed in similar ways.
Scaling Fallacy
Consistency
Depth of Processing
Gutenberg Diagram
13. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Garbage In - Garbage Out
Modularity
Prototyping
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Weakest Link
Placebo effect
Iteration
Structural Forms
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Scaling Fallacy
Errors
Attractiveness Bias
16. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Golden Ratio
Mapping
Operant Conditioning
Expectation Effect
17. A process of repeating a set of operation until a specific result is achieved.
Structural Forms
Iteration
Comparison
Baby-Face Bias
18. The process of using spatial and environmental information to navigate to a destination.
Demand Characteristics
Archetype
Wayfinding
Good Continuation
19. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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20. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Face- ism Ratio
Entry Point
Archetype
Control
21. The use of pictorial images to improve the recognition and recall of signs and controls.
Inverted Pyramid
Visibility
Ockham's Razor
Iconic Representation
22. 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.
Legibility
Flexibility-Usability Tradeoff
Savanna Preference
Prospect-Refuge
23. A sequence of numbers in which each number is the sum of the preceding two.
Classical Conditioning
Prospect-Refuge
Fibonacci Sequence
Performance vs. Preference
24. 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.
Proximity
80/20 Rule
Feedback Loop
Constancy
25. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Classical Conditioning
Ockham's Razor
Wayfinding
26. 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.
Weakest Link
Performance Load
Constancy
Mapping
27. Memory for recognizing things is better than memory for recalling things.
Constancy
Maslow's Hierarchy of Needs
Demand Characteristics
Recognition over recall
28. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Performance Load
Interference Effects
Top- Down Lighting Bias
Development Cycle
29. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Gutenberg Diagram
80/20 Rule
Alignment
Depth of Processing
30. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Hick's Law
Similarity
Interference Effects
Closure
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Serial Position Effects
Visibility
Entry Point
Development Cycle
32. Patients experience treatment effects based on their belief that a treatment will work.
Similarity
Placebo effect
Rule of Thirds
Fibonacci Sequence
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Pygmalion Effect
Threat detection
Garbage In - Garbage Out
Modularity
34. 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
Figure-Ground Relationship
Baby-Face Bias
Factor of Safety
35. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Confirmation
Cognitive Dissonance
Face- ism Ratio
Modularity
36. 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
Closure
Depth of Processing
Garbage In - Garbage Out
37. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Consistency
Constancy
Satisficing
Framing
38. 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
Satisficing
Mental Model
Orientation Sensitivity
39. A ratio within the elements of a form - such as height to width - approximating 0.618.
Redundancy
Golden Ratio
Mimicry
Errors
40. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Constancy
Performance Load
Garbage In - Garbage Out
Attractiveness Bias
41. 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.
Proximity
Attractiveness Bias
Convergence
Hierarchy of Needs (Design)
42. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Golden Ratio
Development Cycle
Closure
Classical Conditioning
43. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Convergence
Baby-Face Bias
Mimicry
Recognition over recall
44. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Accessibility
Top- Down Lighting Bias
Exposure Effect
Self- similarity
45. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Maslow's Hierarchy of Needs
Threat detection
Uncertainty Principle
46. A process in which similar characteristics evolve independently in multiple systems.
Most Average Facial Appearance Effect
Convergence
Hick's Law
Constancy
47. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Signal- to- Noise Ratio
Maslow's Hierarchy of Needs
Ockham's Razor
48. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Ockham's Razor
Modularity
Demand Characteristics
49. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Weakest Link
Confirmation
Hick's Law
50. 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
Progressive Disclosure
Archetype
Readability