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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. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Highlighting
Garbage In - Garbage Out
Factor of Safety
Structural Forms
2. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Five Hat Racks
Constancy
Waist to Hip Ratio
3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Hick's Law
Constancy
Cognitive Dissonance
Threat detection
4. The quality of system output is dependent on the quality of system input.
Exposure Effect
Development Cycle
Proximity
Garbage In - Garbage Out
5. Memory for recognizing things is better than memory for recalling things.
Redundancy
Progressive Disclosure
Recognition over recall
Placebo effect
6. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Rosenthal Effect
Control
Interference Effects
Forgiveness
7. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Entry Point
Good Continuation
Classical Conditioning
8. An original model on which something is patterned
Serial Position Effects
Inverted Pyramid
Archetype
Five Hat Racks
9. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Attractiveness Bias
Mimicry
Classical Conditioning
Exposure Effect
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Baby-Face Bias
Wayfinding
Constraint
Attractiveness Bias
11. 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
Normal Distribution
Five Hat Racks
12. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Performance Load
Satisficing
Common Fate
Symmetry
13. 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)
Scaling Fallacy
Common Fate
Hierarchy
Feedback Loop
14. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Storytelling
Hierarchy
Expectation Effect
Hick's Law
15. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Self- similarity
Cognitive Dissonance
Forgiveness
Modularity
16. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Accessibility
Highlighting
Normal Distribution
Modularity
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Prototyping
Development Cycle
Ockham's Razor
Mapping
18. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Pygmalion Effect
Face- ism Ratio
Forgiveness
Baby-Face Bias
19. A technique for bringing attention to an area of text or image.
Highlighting
Hick's Law
Three- Dimensional Projection
Halo Effect
20. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Errors
Prospect-Refuge
Inverted Pyramid
Wayfinding
21. The debgree to which prose can be understood - based on the complexity of words and sentences.
Exposure Effect
Readability
Shaping
Figure-Ground Relationship
22. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Threat detection
Operant Conditioning
Hick's Law
Exposure Effect
23. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Attractiveness Bias
Exposure Effect
Layering
24. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Face- ism Ratio
Waist to Hip Ratio
Closure
25. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Cognitive Dissonance
Demand Characteristics
Five Hat Racks
Legibility
26. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Most Average Facial Appearance Effect
Similarity
Inverted Pyramid
27. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Halo Effect
Constancy
Baby-Face Bias
Signal- to- Noise Ratio
28. 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.
Recognition over recall
Good Continuation
Savanna Preference
Prototyping
29. The time it takes to make a decision increases as the number of alternatives increases.
30. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Mimicry
Defensible Space
Confirmation
Recognition over recall
31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Five Hat Racks
Rosenthal Effect
Ockham's Razor
Uniform Connectedness
32. People understand and interact with systems and environments based on mental representations developed from experience.
Convergence
Mental Model
Self- similarity
Mapping
33. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Expectation Effect
Mapping
Cognitive Dissonance
34. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Halo Effect
Mental Model
Demand Characteristics
Shaping
35. A property in which a form is made up of parts similar to the whole or to one another.
Errors
Self- similarity
Consistency
Rosenthal Effect
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Weakest Link
Closure
Life Cycle
Exposure Effect
37. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Performance vs. Preference
Proximity
Three- Dimensional Projection
38. A property of visual equivalence among elements in a form.
Uniform Connectedness
Five Hat Racks
Symmetry
Picture Superiority Effect
39. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Baby-Face Bias
Storytelling
Demand Characteristics
40. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
Structural Forms
Von Restorff Effect
41. An attribute of an object that allows people to intuitively know how to use it
Interference Effects
Affordance
Normal Distribution
Alignment
42. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Five Hat Racks
Classical Conditioning
Top- Down Lighting Bias
Depth of Processing
43. A tendency to see objects and patterns as 3D when certain visual cues are present.
Classical Conditioning
Weakest Link
Three- Dimensional Projection
Fibonacci Sequence
44. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Cognitive Dissonance
Shaping
Uncertainty Principle
45. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Scaling Fallacy
Forgiveness
Savanna Preference
Redundancy
46. 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?)
Top- Down Lighting Bias
Cost-Benefit
Redundancy
Modularity
47. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Structural Forms
Performance vs. Preference
Uniform Connectedness
Immersion
48. 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.
Most Average Facial Appearance Effect
Constraint
Mapping
Accessibility
49. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Face- ism Ratio
Weakest Link
Form Follows Function
Constancy
50. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Control
Demand Characteristics
Mental Model