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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. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Form Follows Function
Garbage In - Garbage Out
Forgiveness
Framing
2. A method of limiting the actions that can be performed on a system.
Savanna Preference
Weakest Link
Serial Position Effects
Constraint
3. 80% of the effects generated by any large system are caused by 20% of the variables.
Ockham's Razor
Alignment
80/20 Rule
Weakest Link
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Form Follows Function
Proximity
Three- Dimensional Projection
Figure-Ground Relationship
5. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Orientation Sensitivity
Fitts' Law
Top- Down Lighting Bias
Face- ism Ratio
6. A property in which a form is made up of parts similar to the whole or to one another.
Performance Load
Constraint
Self- similarity
Iteration
7. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Control
Picture Superiority Effect
Prototyping
8. The tendency for people to behave differently when they know they are being studied
Hierarchy
Feedback Loop
Hawthorne Effect
Attractiveness Bias
9. A process in which similar characteristics evolve independently in multiple systems.
Pygmalion Effect
Signal- to- Noise Ratio
Convergence
Common Fate
10. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Serial Position Effects
Life Cycle
Chunking
Mnemonic Device
11. A sequence of numbers in which each number is the sum of the preceding two.
Self- similarity
Hick's Law
Face- ism Ratio
Fibonacci Sequence
12. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Rule of Thirds
Visibility
Performance Load
13. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Control
Attractiveness Bias
Cognitive Dissonance
Development Cycle
14. 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
Performance vs. Preference
Attractiveness Bias
Form Follows Function
Common Fate
15. The usability of a system is improved when similar parts are expressed in similar ways.
Interference Effects
Cognitive Dissonance
Legibility
Consistency
16. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Orientation Sensitivity
Performance vs. Preference
Rule of Thirds
Signal- to- Noise Ratio
17. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Modularity
Maslow's Hierarchy of Needs
Immersion
Confirmation
18. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Picture Superiority Effect
Expectation Effect
Shaping
Immersion
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Five Hat Racks
Defensible Space
Flexibility-Usability Tradeoff
Mental Model
20. An attribute of an object that allows people to intuitively know how to use it
Affordance
Placebo effect
Progressive Disclosure
Orientation Sensitivity
21. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Mnemonic Device
Figure-Ground Relationship
Three- Dimensional Projection
Uncertainty Principle
22. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Storytelling
Law of Pragnanz
Performance vs. Preference
Gutenberg Diagram
23. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Similarity
Satisficing
Waist to Hip Ratio
Progressive Disclosure
24. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Layering
Good Continuation
Feedback Loop
Closure
25. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Orientation Sensitivity
Rule of Thirds
Prospect-Refuge
Comparison
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Three- Dimensional Projection
Framing
Factor of Safety
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Redundancy
Interference Effects
Legibility
Figure-Ground Relationship
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Modularity
Signal- to- Noise Ratio
Similarity
Picture Superiority Effect
29. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Threat detection
Iconic Representation
Halo Effect
Common Fate
30. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Signal- to- Noise Ratio
Hick's Law
Proximity
Most Average Facial Appearance Effect
31. The usability of a system is improved when its status and methods of use are clearly visible.
Law of Pragnanz
Mental Model
Von Restorff Effect
Visibility
32. The time required to move to a target is a function of the target size and distance to the target.
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33. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Redundancy
Normal Distribution
Waist to Hip Ratio
Exposure Effect
34. 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.
Form Follows Function
Errors
Factor of Safety
Mapping
35. 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.
Hierarchy of Needs (Design)
Classical Conditioning
Convergence
Serial Position Effects
36. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Most Average Facial Appearance Effect
Demand Characteristics
Performance Load
Redundancy
37. 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)
Confirmation
Fitts' Law
Scaling Fallacy
Proximity
38. 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.
Feedback Loop
Law of Pragnanz
Fibonacci Sequence
Immersion
39. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Hierarchy of Needs (Design)
Hierarchy
Von Restorff Effect
Hick's Law
40. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Prototyping
Redundancy
Layering
Face- ism Ratio
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Top- Down Lighting Bias
Rosenthal Effect
Inverted Pyramid
Threat detection
42. 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
Iconic Representation
Law of Pragnanz
Mnemonic Device
43. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Highlighting
Comparison
Proximity
Structural Forms
44. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Archetype
Savanna Preference
Signal- to- Noise Ratio
45. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Layering
Satisficing
Shaping
Pygmalion Effect
46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Serial Position Effects
Redundancy
Demand Characteristics
Inverted Pyramid
47. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Serial Position Effects
Rosenthal Effect
Affordance
48. The process of using spatial and environmental information to navigate to a destination.
Redundancy
Storytelling
Wayfinding
Maslow's Hierarchy of Needs
49. A tendency to see objects and patterns as 3D when certain visual cues are present.
Garbage In - Garbage Out
Self- similarity
Normal Distribution
Three- Dimensional Projection
50. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Exposure Effect
Life Cycle
Normal Distribution
Depth of Processing