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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. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Chunking
Inverted Pyramid
Uncertainty Principle
Hick's Law
2. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Pygmalion Effect
Orientation Sensitivity
Expectation Effect
3. A method of limiting the actions that can be performed on a system.
Archetype
Hierarchy
Constraint
Shaping
4. A technique for bringing attention to an area of text or image.
Accessibility
Performance Load
Feedback Loop
Highlighting
5. 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
Iconic Representation
Scaling Fallacy
Placebo effect
6. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Common Fate
Constraint
Signal- to- Noise Ratio
7. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
8. 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.
Prototyping
Five Hat Racks
Affordance
Hierarchy of Needs (Design)
9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Baby-Face Bias
Prospect-Refuge
Operant Conditioning
Legibility
10. Memory for recognizing things is better than memory for recalling things.
Golden Ratio
Recognition over recall
Errors
Rosenthal Effect
11. The process of using spatial and environmental information to navigate to a destination.
Factor of Safety
Layering
Three- Dimensional Projection
Wayfinding
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Immersion
Redundancy
Maslow's Hierarchy of Needs
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Operant Conditioning
Performance vs. Preference
Form Follows Function
Classical Conditioning
14. The quality of system output is dependent on the quality of system input.
Proximity
Garbage In - Garbage Out
Prototyping
Convergence
15. A property of visual equivalence among elements in a form.
Accessibility
Hawthorne Effect
Symmetry
Performance vs. Preference
16. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Five Hat Racks
Placebo effect
Hierarchy
Wayfinding
17. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Redundancy
Errors
Cognitive Dissonance
80/20 Rule
18. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Common Fate
Uncertainty Principle
Law of Pragnanz
Shaping
19. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Closure
Interference Effects
Convergence
20. 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.
Development Cycle
Picture Superiority Effect
Mapping
Shaping
21. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Layering
Depth of Processing
Hick's Law
22. The time it takes to make a decision increases as the number of alternatives increases.
23. An attribute of an object that allows people to intuitively know how to use it
Uncertainty Principle
Affordance
Constancy
80/20 Rule
24. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Form Follows Function
Rosenthal Effect
Halo Effect
25. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Demand Characteristics
Chunking
Iteration
Figure-Ground Relationship
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Highlighting
Immersion
Good Continuation
Halo Effect
27. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Inverted Pyramid
Self- similarity
Shaping
Progressive Disclosure
28. Given a choice between functionally equivalent designs - the simplest design should be selected.
29. The usability of a system is improved when similar parts are expressed in similar ways.
Maslow's Hierarchy of Needs
Constraint
Consistency
Performance vs. Preference
30. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Hick's Law
Expectation Effect
Scaling Fallacy
Three- Dimensional Projection
31. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Proximity
Forgiveness
Inverted Pyramid
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.
Placebo effect
Chunking
Three- Dimensional Projection
Proximity
33. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Von Restorff Effect
Most Average Facial Appearance Effect
Depth of Processing
Five Hat Racks
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Life Cycle
Performance vs. Preference
Development Cycle
Cognitive Dissonance
35. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Expectation Effect
Forgiveness
Constraint
36. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Depth of Processing
Modularity
Immersion
37. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Modularity
Garbage In - Garbage Out
Framing
Performance vs. Preference
38. An original model on which something is patterned
Uncertainty Principle
Weakest Link
Attractiveness Bias
Archetype
39. The tendency for people to behave differently when they know they are being studied
Prototyping
Five Hat Racks
Hawthorne Effect
Picture Superiority Effect
40. People understand and interact with systems and environments based on mental representations developed from experience.
Satisficing
Mental Model
Framing
Control
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Feedback Loop
Serial Position Effects
Common Fate
Mimicry
42. A technique that influences decision making and judgement by manipulating the way information is presented.
Serial Position Effects
Shaping
Modularity
Framing
43. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Law of Pragnanz
Threat detection
Factor of Safety
Alignment
44. The time required to move to a target is a function of the target size and distance to the target.
45. A tendency to see objects and patterns as 3D when certain visual cues are present.
Feedback Loop
Three- Dimensional Projection
Attractiveness Bias
Mapping
46. A ratio within the elements of a form - such as height to width - approximating 0.618.
Operant Conditioning
Picture Superiority Effect
Five Hat Racks
Golden Ratio
47. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Waist to Hip Ratio
Most Average Facial Appearance Effect
Readability
48. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Threat detection
Life Cycle
Prototyping
Performance Load
49. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Modularity
Expectation Effect
Mapping
Waist to Hip Ratio
50. A process in which similar characteristics evolve independently in multiple systems.
Hierarchy
Convergence
Factor of Safety
Five Hat Racks