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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 managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Alignment
Signal- to- Noise Ratio
Modularity
Attractiveness Bias
2. The tendency for people to behave differently when they know they are being studied
Prospect-Refuge
Hawthorne Effect
Symmetry
Archetype
3. Elements that are close together are percieved to be more related than elements that are farther apart.
Prototyping
Most Average Facial Appearance Effect
Proximity
Modularity
4. 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)
Threat detection
Exposure Effect
Redundancy
5. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Hierarchy
Shaping
Performance Load
6. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Expectation Effect
Life Cycle
Orientation Sensitivity
Prototyping
7. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Depth of Processing
Redundancy
Development Cycle
80/20 Rule
8. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Normal Distribution
Errors
Confirmation
Top- Down Lighting Bias
9. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Picture Superiority Effect
Expectation Effect
Mental Model
10. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Waist to Hip Ratio
Orientation Sensitivity
Control
Factor of Safety
11. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Errors
Demand Characteristics
Operant Conditioning
Good Continuation
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Five Hat Racks
Inverted Pyramid
Savanna Preference
80/20 Rule
13. The relative ease with which a destination - idea - or concept may be reached.
Redundancy
Accessibility
Cost-Benefit
Weakest Link
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Mimicry
Law of Pragnanz
Factor of Safety
15. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Rosenthal Effect
Redundancy
Constancy
16. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Waist to Hip Ratio
Classical Conditioning
Rosenthal Effect
Demand Characteristics
17. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Affordance
Comparison
Gutenberg Diagram
18. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Five Hat Racks
Halo Effect
Recognition over recall
Common Fate
19. The process of using spatial and environmental information to navigate to a destination.
Pygmalion Effect
Comparison
Rule of Thirds
Wayfinding
20. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Three- Dimensional Projection
80/20 Rule
Wayfinding
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Chunking
Hierarchy
Most Average Facial Appearance Effect
Confirmation
22. Elements that are similar are perceived to be more related than elements that are dissimilar.
Immersion
Similarity
Constancy
Shaping
23. A technique for bringing attention to an area of text or image.
Uniform Connectedness
Gutenberg Diagram
Highlighting
Progressive Disclosure
24. A ratio within the elements of a form - such as height to width - approximating 0.618.
Hierarchy
Golden Ratio
Exposure Effect
80/20 Rule
25. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Factor of Safety
Progressive Disclosure
Interference Effects
Flexibility-Usability Tradeoff
26. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Inverted Pyramid
Savanna Preference
Proximity
Constancy
27. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Recognition over recall
Baby-Face Bias
Immersion
Waist to Hip Ratio
28. 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.
Hick's Law
Alignment
Mapping
Uncertainty Principle
29. Given a choice between functionally equivalent designs - the simplest design should be selected.
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30. The time required to move to a target is a function of the target size and distance to the target.
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31. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Cost-Benefit
Comparison
Modularity
Iconic Representation
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Five Hat Racks
Signal- to- Noise Ratio
Shaping
Comparison
33. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Inverted Pyramid
Convergence
Hierarchy of Needs (Design)
34. A technique that influences decision making and judgement by manipulating the way information is presented.
Chunking
Framing
Mental Model
Entry Point
35. A property of visual equivalence among elements in a form.
Mental Model
Classical Conditioning
Modularity
Symmetry
36. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Common Fate
Interference Effects
Mapping
37. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Confirmation
Fibonacci Sequence
Control
Recognition over recall
38. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Life Cycle
Gutenberg Diagram
Five Hat Racks
39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Cognitive Dissonance
Errors
Gutenberg Diagram
40. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Storytelling
Top- Down Lighting Bias
Structural Forms
Comparison
41. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Golden Ratio
Placebo effect
Prospect-Refuge
Layering
42. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Pygmalion Effect
Uniform Connectedness
Operant Conditioning
Life Cycle
43. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hick's Law
Halo Effect
Weakest Link
80/20 Rule
44. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Uniform Connectedness
Golden Ratio
Forgiveness
45. 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?)
Cost-Benefit
Figure-Ground Relationship
Visibility
Performance vs. Preference
46. 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
Life Cycle
Most Average Facial Appearance Effect
Savanna Preference
47. 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.
Recognition over recall
Wayfinding
Five Hat Racks
Waist to Hip Ratio
48. 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.
Convergence
80/20 Rule
Redundancy
Hierarchy
49. 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.
Rosenthal Effect
Rule of Thirds
Chunking
Highlighting
50. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Exposure Effect
Uniform Connectedness
Expectation Effect