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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 term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Maslow's Hierarchy of Needs
Normal Distribution
80/20 Rule
Threat detection
2. Elements that are close together are percieved to be more related than elements that are farther apart.
Halo Effect
Proximity
Control
Waist to Hip Ratio
3. A process in which similar characteristics evolve independently in multiple systems.
Shaping
Operant Conditioning
Affordance
Convergence
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Chunking
Legibility
Entry Point
5. Pictures are remembered better than words.
Structural Forms
Errors
Picture Superiority Effect
Top- Down Lighting Bias
6. The use of pictorial images to improve the recognition and recall of signs and controls.
Progressive Disclosure
Mimicry
Iconic Representation
Alignment
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.
Self- similarity
Highlighting
Prospect-Refuge
Structural Forms
8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Depth of Processing
Affordance
Visibility
Halo Effect
9. People understand and interact with systems and environments based on mental representations developed from experience.
Operant Conditioning
Mental Model
Hierarchy of Needs (Design)
Layering
10. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Symmetry
Visibility
Errors
Law of Pragnanz
11. Elements that are similar are perceived to be more related than elements that are dissimilar.
Iconic Representation
Pygmalion Effect
Ockham's Razor
Similarity
12. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Uncertainty Principle
Prototyping
Factor of Safety
Hawthorne Effect
13. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Forgiveness
Constraint
Accessibility
14. The time it takes to make a decision increases as the number of alternatives increases.
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15. An action or ommission of action yielding an unintended result.
Picture Superiority Effect
Control
Errors
Figure-Ground Relationship
16. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Serial Position Effects
Storytelling
Performance Load
18. 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.
Errors
Waist to Hip Ratio
Iconic Representation
Most Average Facial Appearance Effect
19. 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.
Affordance
Development Cycle
Scaling Fallacy
Redundancy
20. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Orientation Sensitivity
Threat detection
Defensible Space
Convergence
21. 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.
Hierarchy
Operant Conditioning
Savanna Preference
Good Continuation
22. The process of using spatial and environmental information to navigate to a destination.
Most Average Facial Appearance Effect
Wayfinding
Operant Conditioning
80/20 Rule
23. 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
Legibility
Operant Conditioning
Readability
24. 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.
Rule of Thirds
Mapping
Hierarchy of Needs (Design)
Five Hat Racks
25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Scaling Fallacy
Constraint
Proximity
Modularity
26. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Closure
Halo Effect
Accessibility
Uniform Connectedness
27. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Serial Position Effects
Readability
Cost-Benefit
28. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Signal- to- Noise Ratio
Recognition over recall
Layering
Similarity
29. A ratio within the elements of a form - such as height to width - approximating 0.618.
Face- ism Ratio
Orientation Sensitivity
Golden Ratio
Defensible Space
30. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Entry Point
Alignment
Iteration
Waist to Hip Ratio
31. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Progressive Disclosure
Chunking
Mapping
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Readability
Depth of Processing
Shaping
Flexibility-Usability Tradeoff
33. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Development Cycle
Constancy
Baby-Face Bias
Redundancy
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Demand Characteristics
Rule of Thirds
Pygmalion Effect
35. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Defensible Space
Signal- to- Noise Ratio
Affordance
Inverted Pyramid
36. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Mimicry
Progressive Disclosure
Forgiveness
Garbage In - Garbage Out
37. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Performance vs. Preference
Interference Effects
Progressive Disclosure
Orientation Sensitivity
38. 80% of the effects generated by any large system are caused by 20% of the variables.
Framing
Hierarchy of Needs (Design)
80/20 Rule
Gutenberg Diagram
39. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Rosenthal Effect
Recognition over recall
Prototyping
Attractiveness Bias
40. The quality of system output is dependent on the quality of system input.
Orientation Sensitivity
Garbage In - Garbage Out
Closure
Hawthorne Effect
41. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Affordance
Picture Superiority Effect
Entry Point
Top- Down Lighting Bias
42. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Prospect-Refuge
Satisficing
Cognitive Dissonance
Constraint
43. Teachers treat students differently based on their expectations of how students will perform.
Placebo effect
Uncertainty Principle
Rosenthal Effect
Symmetry
44. 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.)
Scaling Fallacy
Serial Position Effects
Expectation Effect
Development Cycle
45. A technique for bringing attention to an area of text or image.
Factor of Safety
Weakest Link
Exposure Effect
Highlighting
46. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Constancy
Chunking
Halo Effect
47. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Prospect-Refuge
Archetype
Readability
Mnemonic Device
48. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Layering
Common Fate
Satisficing
49. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Fitts' Law
Self- similarity
Exposure Effect
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Interference Effects
Garbage In - Garbage Out
Pygmalion Effect