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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 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.
Wayfinding
Framing
Serial Position Effects
Interference Effects
2. A process of repeating a set of operation until a specific result is achieved.
Fitts' Law
Feedback Loop
Iconic Representation
Iteration
3. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Life Cycle
Depth of Processing
Recognition over recall
Cognitive Dissonance
4. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Face- ism Ratio
Prototyping
Alignment
5. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Layering
Satisficing
Control
Immersion
6. A property in which a form is made up of parts similar to the whole or to one another.
Common Fate
Feedback Loop
Self- similarity
Performance Load
7. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Orientation Sensitivity
Similarity
Signal- to- Noise Ratio
Development Cycle
8. Teachers treat students differently based on their expectations of how students will perform.
Orientation Sensitivity
Rosenthal Effect
Immersion
Mimicry
9. An action or ommission of action yielding an unintended result.
Threat detection
Constancy
Constraint
Errors
10. 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)
Baby-Face Bias
Scaling Fallacy
Factor of Safety
Similarity
11. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Confirmation
Gutenberg Diagram
Hawthorne Effect
Golden Ratio
12. 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.
Redundancy
Savanna Preference
Shaping
Visibility
13. A technique for bringing attention to an area of text or image.
Interference Effects
Face- ism Ratio
Highlighting
Performance vs. Preference
14. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Expectation Effect
Performance Load
Most Average Facial Appearance Effect
Readability
15. 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.
Most Average Facial Appearance Effect
Normal Distribution
Hierarchy of Needs (Design)
Shaping
16. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Good Continuation
Confirmation
Archetype
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Comparison
Waist to Hip Ratio
Expectation Effect
Layering
18. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Convergence
Immersion
Highlighting
Legibility
19. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Forgiveness
Performance vs. Preference
Confirmation
Interference Effects
20. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Immersion
Normal Distribution
Hierarchy of Needs (Design)
Consistency
21. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Consistency
Performance Load
Mental Model
Face- ism Ratio
22. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Attractiveness Bias
Visibility
Threat detection
23. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Prospect-Refuge
Top- Down Lighting Bias
Rule of Thirds
24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Life Cycle
Good Continuation
Figure-Ground Relationship
Forgiveness
25. As the flexiblity of a system increases - its usability decreases.
Hierarchy
Constraint
Three- Dimensional Projection
Flexibility-Usability Tradeoff
26. The relative ease with which a destination - idea - or concept may be reached.
Rule of Thirds
Accessibility
Placebo effect
Operant Conditioning
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Cost-Benefit
Prototyping
Hierarchy of Needs (Design)
Golden Ratio
28. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Orientation Sensitivity
Von Restorff Effect
Life Cycle
Savanna Preference
29. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Good Continuation
Cognitive Dissonance
Framing
30. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Errors
Flexibility-Usability Tradeoff
Chunking
31. An attribute of an object that allows people to intuitively know how to use it
Affordance
Attractiveness Bias
Demand Characteristics
Orientation Sensitivity
32. 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.
Law of Pragnanz
Feedback Loop
Redundancy
Inverted Pyramid
33. A tendency to see objects and patterns as 3D when certain visual cues are present.
Comparison
Scaling Fallacy
Three- Dimensional Projection
Development Cycle
34. The time required to move to a target is a function of the target size and distance to the target.
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35. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Archetype
Chunking
Attractiveness Bias
Baby-Face Bias
36. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Gutenberg Diagram
Legibility
Accessibility
Rule of Thirds
37. 80% of the effects generated by any large system are caused by 20% of the variables.
Readability
80/20 Rule
Attractiveness Bias
Modularity
38. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Golden Ratio
Similarity
Constancy
Uncertainty Principle
39. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Iconic Representation
Golden Ratio
Attractiveness Bias
Inverted Pyramid
40. 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
Constraint
Normal Distribution
Defensible Space
41. Patients experience treatment effects based on their belief that a treatment will work.
Comparison
Immersion
Depth of Processing
Placebo effect
42. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Forgiveness
Rule of Thirds
Redundancy
Exposure Effect
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.
Waist to Hip Ratio
Chunking
Structural Forms
Baby-Face Bias
44. 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.)
Control
Self- similarity
Threat detection
Expectation Effect
45. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Alignment
Mimicry
Fibonacci Sequence
Figure-Ground Relationship
46. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Mimicry
Similarity
Von Restorff Effect
47. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Mapping
Prototyping
Five Hat Racks
48. 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
Defensible Space
Structural Forms
Placebo effect
49. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Life Cycle
Comparison
Visibility
Orientation Sensitivity
50. An original model on which something is patterned
Archetype
Performance vs. Preference
Hierarchy of Needs (Design)
Cost-Benefit