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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 property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Threat detection
Performance vs. Preference
Savanna Preference
2. 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
Fitts' Law
Feedback Loop
Form Follows Function
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Affordance
Flexibility-Usability Tradeoff
Mimicry
Picture Superiority Effect
4. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Modularity
Factor of Safety
Mnemonic Device
Placebo effect
5. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Consistency
Closure
Mapping
Garbage In - Garbage Out
6. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Performance vs. Preference
Control
Closure
7. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Hierarchy
Rule of Thirds
Framing
Von Restorff Effect
8. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Depth of Processing
Consistency
Comparison
Control
9. A property of visual equivalence among elements in a form.
Savanna Preference
Symmetry
Feedback Loop
Immersion
10. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Archetype
Chunking
Framing
11. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Affordance
Hick's Law
Prototyping
Recognition over recall
12. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Inverted Pyramid
Figure-Ground Relationship
Maslow's Hierarchy of Needs
Five Hat Racks
13. 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.
Von Restorff Effect
Fitts' Law
Inverted Pyramid
Serial Position Effects
14. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Classical Conditioning
Wayfinding
Constraint
Modularity
15. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Golden Ratio
Five Hat Racks
Exposure Effect
Confirmation
16. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Consistency
Prospect-Refuge
Ockham's Razor
Chunking
17. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Factor of Safety
Entry Point
Symmetry
Weakest Link
18. Teachers treat students differently based on their expectations of how students will perform.
Fibonacci Sequence
Rosenthal Effect
Cost-Benefit
Exposure Effect
19. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Five Hat Racks
Proximity
Baby-Face Bias
20. An attribute of an object that allows people to intuitively know how to use it
Interference Effects
Performance vs. Preference
Waist to Hip Ratio
Affordance
21. A sequence of numbers in which each number is the sum of the preceding two.
Good Continuation
Flexibility-Usability Tradeoff
Fibonacci Sequence
Halo Effect
22. Given a choice between functionally equivalent designs - the simplest design should be selected.
23. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Placebo effect
Legibility
Prototyping
24. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Placebo effect
Structural Forms
Confirmation
Iteration
25. The process of using spatial and environmental information to navigate to a destination.
Prospect-Refuge
Wayfinding
Iconic Representation
Halo Effect
26. 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.
Consistency
Redundancy
Feedback Loop
Wayfinding
27. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Pygmalion Effect
Entry Point
Garbage In - Garbage Out
Maslow's Hierarchy of Needs
28. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Signal- to- Noise Ratio
Law of Pragnanz
Modularity
Top- Down Lighting Bias
29. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Symmetry
Picture Superiority Effect
Law of Pragnanz
Life Cycle
30. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Immersion
Classical Conditioning
Structural Forms
Chunking
31. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Similarity
Rule of Thirds
Threat detection
Demand Characteristics
32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Confirmation
Symmetry
Cognitive Dissonance
Satisficing
33. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Development Cycle
Most Average Facial Appearance Effect
Entry Point
Framing
34. As the flexiblity of a system increases - its usability decreases.
Chunking
Iconic Representation
Flexibility-Usability Tradeoff
Self- similarity
35. 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.
Factor of Safety
Classical Conditioning
Mapping
Depth of Processing
36. 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.
Savanna Preference
Defensible Space
Attractiveness Bias
Uncertainty Principle
37. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Visibility
Storytelling
Exposure Effect
38. 80% of the effects generated by any large system are caused by 20% of the variables.
Storytelling
Iconic Representation
80/20 Rule
Garbage In - Garbage Out
39. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Fibonacci Sequence
Life Cycle
Baby-Face Bias
Form Follows Function
40. 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.
Good Continuation
Structural Forms
Life Cycle
Uncertainty Principle
41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Inverted Pyramid
Feedback Loop
Hawthorne Effect
Confirmation
42. The tendency for people to behave differently when they know they are being studied
Picture Superiority Effect
Classical Conditioning
Hawthorne Effect
Prospect-Refuge
43. A method of limiting the actions that can be performed on a system.
Readability
Hierarchy of Needs (Design)
Constraint
Highlighting
44. 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?)
Cost-Benefit
Self- similarity
Highlighting
Hick's Law
45. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Symmetry
Entry Point
Threat detection
46. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Golden Ratio
Satisficing
Gutenberg Diagram
Attractiveness Bias
47. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Inverted Pyramid
Legibility
Waist to Hip Ratio
48. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Classical Conditioning
Development Cycle
Inverted Pyramid
49. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hick's Law
Rosenthal Effect
Interference Effects
Consistency
50. The quality of system output is dependent on the quality of system input.
Pygmalion Effect
Proximity
Garbage In - Garbage Out
Attractiveness Bias