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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.
Mental Model
Operant Conditioning
Factor of Safety
Defensible Space
2. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Law of Pragnanz
Most Average Facial Appearance Effect
Archetype
3. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mental Model
Ockham's Razor
Interference Effects
Redundancy
4. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Alignment
Placebo effect
Comparison
Cognitive Dissonance
5. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Mnemonic Device
Framing
Waist to Hip Ratio
6. 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.
Alignment
Prospect-Refuge
Expectation Effect
Hierarchy of Needs (Design)
7. A process in which similar characteristics evolve independently in multiple systems.
Uncertainty Principle
Normal Distribution
Convergence
Symmetry
8. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Constancy
Archetype
Comparison
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Performance vs. Preference
Fitts' Law
Factor of Safety
Prototyping
10. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Fibonacci Sequence
Legibility
Alignment
Expectation Effect
11. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Fibonacci Sequence
Signal- to- Noise Ratio
Convergence
Garbage In - Garbage Out
12. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Mapping
Symmetry
Recognition over recall
13. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Prospect-Refuge
Orientation Sensitivity
Mnemonic Device
Garbage In - Garbage Out
14. People understand and interact with systems and environments based on mental representations developed from experience.
Legibility
80/20 Rule
Mental Model
Storytelling
15. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Cognitive Dissonance
Law of Pragnanz
Classical Conditioning
16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Classical Conditioning
Depth of Processing
Mapping
Development Cycle
17. Teachers treat students differently based on their expectations of how students will perform.
Convergence
Common Fate
Picture Superiority Effect
Rosenthal Effect
18. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Prototyping
Waist to Hip Ratio
Progressive Disclosure
Attractiveness Bias
19. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Control
Framing
Structural Forms
Chunking
20. 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.
Baby-Face Bias
Scaling Fallacy
Good Continuation
Convergence
21. As the flexiblity of a system increases - its usability decreases.
Highlighting
Flexibility-Usability Tradeoff
Prospect-Refuge
Accessibility
22. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Signal- to- Noise Ratio
Serial Position Effects
80/20 Rule
Layering
23. An action or ommission of action yielding an unintended result.
Mental Model
Errors
Immersion
Savanna Preference
24. 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.
Closure
Fibonacci Sequence
Control
Serial Position Effects
25. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Framing
Normal Distribution
Mnemonic Device
Inverted Pyramid
26. 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
Expectation Effect
Normal Distribution
Iteration
27. 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.
Chunking
Mimicry
Cost-Benefit
Development Cycle
28. A method of limiting the actions that can be performed on a system.
Archetype
Weakest Link
Constraint
Proximity
29. The process of using spatial and environmental information to navigate to a destination.
Depth of Processing
Normal Distribution
Wayfinding
Convergence
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Readability
Forgiveness
Top- Down Lighting Bias
Mapping
31. An attribute of an object that allows people to intuitively know how to use it
Savanna Preference
Affordance
Depth of Processing
Convergence
32. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Confirmation
Affordance
Layering
Entry Point
33. The time required to move to a target is a function of the target size and distance to the target.
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34. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Mapping
Shaping
Prospect-Refuge
35. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Wayfinding
Recognition over recall
Storytelling
36. The time it takes to make a decision increases as the number of alternatives increases.
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37. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Face- ism Ratio
Common Fate
Confirmation
Figure-Ground Relationship
38. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Operant Conditioning
Uncertainty Principle
Constraint
Progressive Disclosure
39. The quality of system output is dependent on the quality of system input.
Shaping
Garbage In - Garbage Out
Closure
Law of Pragnanz
40. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Hawthorne Effect
Gutenberg Diagram
Entry Point
Operant Conditioning
41. A process of repeating a set of operation until a specific result is achieved.
Iteration
Mapping
Performance vs. Preference
Five Hat Racks
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
Accessibility
Orientation Sensitivity
Recognition over recall
43. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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44. 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
Figure-Ground Relationship
Picture Superiority Effect
Immersion
45. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Iconic Representation
Convergence
Storytelling
46. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Hawthorne Effect
Hierarchy
Most Average Facial Appearance Effect
Iteration
47. An original model on which something is patterned
Feedback Loop
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Archetype
48. Memory for recognizing things is better than memory for recalling things.
Progressive Disclosure
Recognition over recall
80/20 Rule
Uncertainty Principle
49. A property of visual equivalence among elements in a form.
Attractiveness Bias
Symmetry
Classical Conditioning
Cognitive Dissonance
50. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Exposure Effect
Consistency
Mimicry