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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 method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Operant Conditioning
Threat detection
Comparison
Most Average Facial Appearance Effect
2. 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)
Mnemonic Device
Attractiveness Bias
Immersion
Scaling Fallacy
3. A technique used to asociate a stimulus with an unconscious physical or emotional response.
80/20 Rule
Redundancy
Classical Conditioning
Framing
4. A process of repeating a set of operation until a specific result is achieved.
Storytelling
Three- Dimensional Projection
Iteration
Framing
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Forgiveness
Good Continuation
Rule of Thirds
80/20 Rule
6. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hierarchy of Needs (Design)
Proximity
Gutenberg Diagram
Forgiveness
7. A sequence of numbers in which each number is the sum of the preceding two.
Mnemonic Device
Fibonacci Sequence
Depth of Processing
Cost-Benefit
8. 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.
Three- Dimensional Projection
Common Fate
Mapping
Placebo effect
9. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Weakest Link
Three- Dimensional Projection
Structural Forms
Operant Conditioning
10. The usability of a system is improved when similar parts are expressed in similar ways.
Inverted Pyramid
Five Hat Racks
Baby-Face Bias
Consistency
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.
Control
Cost-Benefit
Flexibility-Usability Tradeoff
Serial Position Effects
12. 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.
Readability
Fibonacci Sequence
Redundancy
Iteration
13. An attribute of an object that allows people to intuitively know how to use it
Affordance
Weakest Link
Feedback Loop
Three- Dimensional Projection
14. An action or ommission of action yielding an unintended result.
Flexibility-Usability Tradeoff
Picture Superiority Effect
Errors
Immersion
15. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Visibility
Savanna Preference
Threat detection
Performance Load
16. The usability of a system is improved when its status and methods of use are clearly visible.
Ockham's Razor
Life Cycle
Progressive Disclosure
Visibility
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Interference Effects
Savanna Preference
Expectation Effect
Shaping
18. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Uncertainty Principle
Modularity
Layering
Visibility
19. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Modularity
Placebo effect
Errors
20. 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.)
Modularity
Weakest Link
Mnemonic Device
Expectation Effect
21. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Layering
Forgiveness
Fibonacci Sequence
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Factor of Safety
Waist to Hip Ratio
Proximity
Gutenberg Diagram
23. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Most Average Facial Appearance Effect
Constraint
Face- ism Ratio
Legibility
24. A property of visual equivalence among elements in a form.
Symmetry
Scaling Fallacy
Chunking
Mimicry
25. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Archetype
Cost-Benefit
Wayfinding
26. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Progressive Disclosure
Form Follows Function
Cost-Benefit
Performance vs. Preference
27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Law of Pragnanz
Storytelling
Hierarchy
Hick's Law
28. Given a choice between functionally equivalent designs - the simplest design should be selected.
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29. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Satisficing
Hawthorne Effect
Closure
30. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Law of Pragnanz
Weakest Link
Figure-Ground Relationship
Form Follows Function
31. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hierarchy of Needs (Design)
Law of Pragnanz
Top- Down Lighting Bias
Weakest Link
32. People understand and interact with systems and environments based on mental representations developed from experience.
Threat detection
Visibility
Affordance
Mental Model
33. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Scaling Fallacy
Errors
Depth of Processing
Closure
34. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Halo Effect
Structural Forms
Redundancy
35. 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.
Common Fate
Hierarchy of Needs (Design)
Iconic Representation
Demand Characteristics
36. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Alignment
Comparison
Life Cycle
37. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Scaling Fallacy
Attractiveness Bias
Convergence
Wayfinding
38. 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.
Structural Forms
Wayfinding
Convergence
Good Continuation
39. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Redundancy
Rule of Thirds
Mimicry
Control
40. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Defensible Space
Legibility
Framing
41. The debgree to which prose can be understood - based on the complexity of words and sentences.
Visibility
Pygmalion Effect
Readability
Common Fate
42. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Constancy
Exposure Effect
Fitts' Law
Life Cycle
43. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Garbage In - Garbage Out
Life Cycle
Mapping
Legibility
44. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Immersion
Prospect-Refuge
Defensible Space
45. A method of limiting the actions that can be performed on a system.
Constraint
Golden Ratio
Redundancy
Three- Dimensional Projection
46. An original model on which something is patterned
Maslow's Hierarchy of Needs
Errors
Archetype
Mental Model
47. 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
Serial Position Effects
Waist to Hip Ratio
Closure
48. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Accessibility
Exposure Effect
Control
49. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Law of Pragnanz
Von Restorff Effect
Iteration
Modularity
50. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Development Cycle
Feedback Loop
Top- Down Lighting Bias
Normal Distribution