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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 technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Maslow's Hierarchy of Needs
Face- ism Ratio
Factor of Safety
2. 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.
Mapping
Pygmalion Effect
Confirmation
Waist to Hip Ratio
3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Redundancy
Errors
Satisficing
Modularity
4. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hawthorne Effect
Uncertainty Principle
Prospect-Refuge
Mnemonic Device
5. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Affordance
Uncertainty Principle
Constancy
Baby-Face Bias
6. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Von Restorff Effect
Structural Forms
Common Fate
7. The tendency for people to behave differently when they know they are being studied
Rosenthal Effect
Orientation Sensitivity
Serial Position Effects
Hawthorne Effect
8. A tendency to see objects and patterns as 3D when certain visual cues are present.
Exposure Effect
Wayfinding
Chunking
Three- Dimensional Projection
9. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Demand Characteristics
Self- similarity
Defensible Space
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Modularity
Comparison
Three- Dimensional Projection
Golden Ratio
11. 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.
Serial Position Effects
Good Continuation
Top- Down Lighting Bias
Picture Superiority Effect
12. 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.
Fitts' Law
Defensible Space
Waist to Hip Ratio
Closure
13. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Satisficing
Forgiveness
Mimicry
Form Follows Function
14. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Operant Conditioning
Rule of Thirds
Flexibility-Usability Tradeoff
Structural Forms
15. An action or ommission of action yielding an unintended result.
Garbage In - Garbage Out
Baby-Face Bias
Errors
Chunking
16. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Mapping
Classical Conditioning
Immersion
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Ockham's Razor
Shaping
Depth of Processing
Alignment
18. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Three- Dimensional Projection
Performance Load
Prototyping
Law of Pragnanz
19. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Top- Down Lighting Bias
Feedback Loop
Orientation Sensitivity
Scaling Fallacy
20. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Errors
Figure-Ground Relationship
Mimicry
Signal- to- Noise Ratio
21. 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.
Good Continuation
Prototyping
Savanna Preference
Defensible Space
22. A method of limiting the actions that can be performed on a system.
Constraint
Development Cycle
Ockham's Razor
Highlighting
23. 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.
Performance vs. Preference
Control
Five Hat Racks
Hierarchy of Needs (Design)
24. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Hierarchy of Needs (Design)
Redundancy
Alignment
25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Orientation Sensitivity
Performance Load
Attractiveness Bias
Threat detection
26. The time required to move to a target is a function of the target size and distance to the target.
27. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Structural Forms
Top- Down Lighting Bias
Expectation Effect
Ockham's Razor
28. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Ockham's Razor
Control
Law of Pragnanz
29. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Affordance
Shaping
Life Cycle
Operant Conditioning
30. The process of using spatial and environmental information to navigate to a destination.
Rule of Thirds
Iteration
Alignment
Wayfinding
31. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Factor of Safety
Form Follows Function
Chunking
32. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Convergence
Progressive Disclosure
Uniform Connectedness
Redundancy
33. 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)
Five Hat Racks
Common Fate
Mimicry
Scaling Fallacy
34. People understand and interact with systems and environments based on mental representations developed from experience.
Redundancy
Shaping
Mental Model
Hawthorne Effect
35. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Similarity
Highlighting
Iconic Representation
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Gutenberg Diagram
Satisficing
Performance vs. Preference
Iteration
37. An original model on which something is patterned
Ockham's Razor
Archetype
Prototyping
Alignment
38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Orientation Sensitivity
Top- Down Lighting Bias
Highlighting
Gutenberg Diagram
39. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Proximity
Consistency
Savanna Preference
40. 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
80/20 Rule
Common Fate
Depth of Processing
Recognition over recall
41. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Archetype
Similarity
Highlighting
Prototyping
42. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Modularity
Prototyping
Comparison
Shaping
43. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Form Follows Function
Rule of Thirds
Serial Position Effects
Prospect-Refuge
44. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Orientation Sensitivity
Structural Forms
Satisficing
45. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Placebo effect
Highlighting
Hawthorne Effect
46. A property of visual equivalence among elements in a form.
Flexibility-Usability Tradeoff
Symmetry
Expectation Effect
Waist to Hip Ratio
47. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Cost-Benefit
Structural Forms
Uniform Connectedness
Progressive Disclosure
48. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
49. The time it takes to make a decision increases as the number of alternatives increases.
50. An attribute of an object that allows people to intuitively know how to use it
Affordance
Normal Distribution
Forgiveness
Signal- to- Noise Ratio