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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.
Scaling Fallacy
Face- ism Ratio
Confirmation
Readability
2. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Development Cycle
Factor of Safety
Interference Effects
Gutenberg Diagram
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Good Continuation
Affordance
Face- ism Ratio
4. 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.
Feedback Loop
Structural Forms
Flexibility-Usability Tradeoff
Modularity
5. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Pygmalion Effect
Signal- to- Noise Ratio
Picture Superiority Effect
6. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Threat detection
Classical Conditioning
Form Follows Function
7. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Picture Superiority Effect
Consistency
80/20 Rule
8. Teachers treat students differently based on their expectations of how students will perform.
Waist to Hip Ratio
Baby-Face Bias
Inverted Pyramid
Rosenthal Effect
9. 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.
Redundancy
Uniform Connectedness
Golden Ratio
Storytelling
10. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Exposure Effect
Errors
Weakest Link
Iteration
11. A technique for bringing attention to an area of text or image.
Life Cycle
Highlighting
Most Average Facial Appearance Effect
Immersion
12. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Control
Confirmation
Form Follows Function
Forgiveness
13. A sequence of numbers in which each number is the sum of the preceding two.
Gutenberg Diagram
Hick's Law
Three- Dimensional Projection
Fibonacci Sequence
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Similarity
Exposure Effect
Depth of Processing
Redundancy
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Fitts' Law
Classical Conditioning
Confirmation
Picture Superiority Effect
16. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Highlighting
Garbage In - Garbage Out
Attractiveness Bias
Uncertainty Principle
17. 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?)
Symmetry
Cost-Benefit
Picture Superiority Effect
Legibility
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mental Model
Similarity
Garbage In - Garbage Out
Savanna Preference
19. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Cognitive Dissonance
Layering
Control
20. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Scaling Fallacy
Affordance
Picture Superiority Effect
21. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Signal- to- Noise Ratio
Uniform Connectedness
Maslow's Hierarchy of Needs
Five Hat Racks
22. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Self- similarity
Shaping
Weakest Link
23. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Control
Development Cycle
Legibility
Law of Pragnanz
24. People understand and interact with systems and environments based on mental representations developed from experience.
Recognition over recall
Legibility
Confirmation
Mental Model
25. A method of limiting the actions that can be performed on a system.
Constraint
Life Cycle
Errors
Mimicry
26. 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
Modularity
Prototyping
Mimicry
27. 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)
Hierarchy
Scaling Fallacy
Form Follows Function
Control
28. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Fibonacci Sequence
Waist to Hip Ratio
Halo Effect
29. The use of pictorial images to improve the recognition and recall of signs and controls.
Orientation Sensitivity
Baby-Face Bias
Iconic Representation
Control
30. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Proximity
Satisficing
Hierarchy
Symmetry
31. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Interference Effects
Hawthorne Effect
Expectation Effect
32. A property in which a form is made up of parts similar to the whole or to one another.
Iconic Representation
Entry Point
Affordance
Self- similarity
33. 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
Most Average Facial Appearance Effect
Fibonacci Sequence
Symmetry
34. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Life Cycle
80/20 Rule
Legibility
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.
Visibility
Accessibility
Baby-Face Bias
Signal- to- Noise Ratio
36. The time it takes to make a decision increases as the number of alternatives increases.
37. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Constraint
Serial Position Effects
Form Follows Function
Defensible Space
38. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Rosenthal Effect
Readability
Development Cycle
Alignment
39. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Accessibility
Inverted Pyramid
Attractiveness Bias
Satisficing
40. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Halo Effect
Fibonacci Sequence
Progressive Disclosure
Wayfinding
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Immersion
Golden Ratio
Feedback Loop
Hierarchy
42. Pictures are remembered better than words.
Structural Forms
Picture Superiority Effect
Self- similarity
Mnemonic Device
43. The relative ease with which a destination - idea - or concept may be reached.
Face- ism Ratio
Accessibility
Hierarchy of Needs (Design)
Mnemonic Device
44. The tendency for people to behave differently when they know they are being studied
Inverted Pyramid
Archetype
Layering
Hawthorne Effect
45. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hick's Law
Interference Effects
Serial Position Effects
Uncertainty Principle
46. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
47. An original model on which something is patterned
Hierarchy of Needs (Design)
Development Cycle
Highlighting
Archetype
48. A process of repeating a set of operation until a specific result is achieved.
Five Hat Racks
Iteration
Maslow's Hierarchy of Needs
Common Fate
49. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Scaling Fallacy
Structural Forms
Signal- to- Noise Ratio
Cognitive Dissonance
50. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Hierarchy
Fibonacci Sequence
Signal- to- Noise Ratio