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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 debgree to which prose can be understood - based on the complexity of words and sentences.
Baby-Face Bias
Readability
Iteration
Expectation Effect
2. 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.
Maslow's Hierarchy of Needs
Comparison
Inverted Pyramid
Hierarchy of Needs (Design)
3. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Golden Ratio
Expectation Effect
Mimicry
Performance Load
4. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Hawthorne Effect
Mental Model
Mimicry
Waist to Hip Ratio
5. The relative ease with which a destination - idea - or concept may be reached.
Iconic Representation
Common Fate
Accessibility
Entry Point
6. A technique that influences decision making and judgement by manipulating the way information is presented.
Iteration
Framing
Performance vs. Preference
Forgiveness
7. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Development Cycle
Demand Characteristics
Wayfinding
Classical Conditioning
8. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Constraint
Operant Conditioning
Prospect-Refuge
Factor of Safety
9. A process of repeating a set of operation until a specific result is achieved.
Scaling Fallacy
Iteration
Proximity
Savanna Preference
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Prospect-Refuge
Legibility
Iconic Representation
Accessibility
11. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Self- similarity
Performance vs. Preference
Readability
Prototyping
12. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Satisficing
Consistency
Hawthorne Effect
Most Average Facial Appearance Effect
13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Law of Pragnanz
Demand Characteristics
Readability
Ockham's Razor
14. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Savanna Preference
Ockham's Razor
Classical Conditioning
15. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Shaping
Proximity
Iconic Representation
16. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Performance vs. Preference
Progressive Disclosure
Fibonacci Sequence
Expectation Effect
17. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Consistency
Hierarchy of Needs (Design)
Modularity
Demand Characteristics
18. 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
Maslow's Hierarchy of Needs
Interference Effects
Confirmation
19. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Ockham's Razor
Figure-Ground Relationship
Modularity
Shaping
20. 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
Depth of Processing
Good Continuation
Face- ism Ratio
21. 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.
Mnemonic Device
Redundancy
Hierarchy of Needs (Design)
Confirmation
22. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Legibility
Normal Distribution
Chunking
Top- Down Lighting Bias
23. A property of visual equivalence among elements in a form.
Similarity
Signal- to- Noise Ratio
Symmetry
Accessibility
24. Pictures are remembered better than words.
Fibonacci Sequence
Picture Superiority Effect
Von Restorff Effect
Normal Distribution
25. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Orientation Sensitivity
Operant Conditioning
Attractiveness Bias
Mental Model
26. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Rule of Thirds
Forgiveness
Operant Conditioning
Face- ism Ratio
27. The usability of a system is improved when similar parts are expressed in similar ways.
Symmetry
Consistency
Shaping
Confirmation
28. The time it takes to make a decision increases as the number of alternatives increases.
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29. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Figure-Ground Relationship
Exposure Effect
Hick's Law
Life Cycle
30. A method of limiting the actions that can be performed on a system.
Face- ism Ratio
Form Follows Function
Constraint
Wayfinding
31. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Confirmation
Weakest Link
Hawthorne Effect
Archetype
32. Memory for recognizing things is better than memory for recalling things.
Hierarchy of Needs (Design)
Self- similarity
Normal Distribution
Recognition over recall
33. 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?)
Mapping
Cost-Benefit
Layering
Depth of Processing
34. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Three- Dimensional Projection
Cost-Benefit
Control
Scaling Fallacy
35. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
80/20 Rule
Performance vs. Preference
Uncertainty Principle
Symmetry
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Normal Distribution
Rule of Thirds
Similarity
Satisficing
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Von Restorff Effect
Proximity
Threat detection
Mnemonic Device
38. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Iconic Representation
Interference Effects
Exposure Effect
39. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Storytelling
Orientation Sensitivity
Demand Characteristics
Errors
40. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Classical Conditioning
Constraint
Hierarchy of Needs (Design)
Closure
41. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Scaling Fallacy
Waist to Hip Ratio
Cost-Benefit
Modularity
42. 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
Archetype
Accessibility
Weakest Link
43. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Legibility
Performance Load
Mnemonic Device
Uniform Connectedness
44. As the flexiblity of a system increases - its usability decreases.
Normal Distribution
Accessibility
80/20 Rule
Flexibility-Usability Tradeoff
45. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Comparison
Progressive Disclosure
Gutenberg Diagram
Affordance
46. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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47. 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.
Life Cycle
Weakest Link
Storytelling
Mapping
48. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Fitts' Law
Depth of Processing
Most Average Facial Appearance Effect
Comparison
49. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Savanna Preference
Chunking
Cognitive Dissonance
Form Follows Function
50. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
80/20 Rule
Layering
Attractiveness Bias
Orientation Sensitivity