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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. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Closure
Wayfinding
Gutenberg Diagram
2. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Ockham's Razor
Similarity
Comparison
Modularity
3. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Pygmalion Effect
Closure
Three- Dimensional Projection
4. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Common Fate
Cost-Benefit
Flexibility-Usability Tradeoff
5. 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.
Closure
Common Fate
Convergence
Hierarchy of Needs (Design)
6. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Form Follows Function
Forgiveness
Flexibility-Usability Tradeoff
Feedback Loop
7. 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?)
Satisficing
Cost-Benefit
Defensible Space
Expectation Effect
8. 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.
Serial Position Effects
Common Fate
Chunking
Highlighting
9. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Waist to Hip Ratio
Ockham's Razor
Demand Characteristics
Alignment
10. A tendency to see objects and patterns as 3D when certain visual cues are present.
Top- Down Lighting Bias
Three- Dimensional Projection
Mapping
Placebo effect
11. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Three- Dimensional Projection
Affordance
Inverted Pyramid
Comparison
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Visibility
Von Restorff Effect
Serial Position Effects
Layering
13. The tendency for people to behave differently when they know they are being studied
Cost-Benefit
Framing
Layering
Hawthorne Effect
14. Given a choice between functionally equivalent designs - the simplest design should be selected.
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15. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Pygmalion Effect
Readability
Uncertainty Principle
Uniform Connectedness
16. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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17. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Constancy
Attractiveness Bias
Fibonacci Sequence
Factor of Safety
18. 80% of the effects generated by any large system are caused by 20% of the variables.
Mapping
80/20 Rule
Baby-Face Bias
Uniform Connectedness
19. The process of using spatial and environmental information to navigate to a destination.
Fibonacci Sequence
Symmetry
Forgiveness
Wayfinding
20. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mnemonic Device
Weakest Link
Flexibility-Usability Tradeoff
Most Average Facial Appearance Effect
21. Elements that are similar are perceived to be more related than elements that are dissimilar.
Prototyping
Similarity
Mapping
Forgiveness
22. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Feedback Loop
Von Restorff Effect
Common Fate
Alignment
23. The time required to move to a target is a function of the target size and distance to the target.
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24. The relative ease with which a destination - idea - or concept may be reached.
Picture Superiority Effect
Uncertainty Principle
Accessibility
Cost-Benefit
25. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Pygmalion Effect
Mapping
Performance vs. Preference
26. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Structural Forms
Golden Ratio
Highlighting
27. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Performance Load
Classical Conditioning
Maslow's Hierarchy of Needs
Fitts' Law
28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Figure-Ground Relationship
Exposure Effect
Prototyping
Satisficing
29. 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.
Readability
Life Cycle
Scaling Fallacy
Feedback Loop
30. As the flexiblity of a system increases - its usability decreases.
Cognitive Dissonance
Constraint
Archetype
Flexibility-Usability Tradeoff
31. Pictures are remembered better than words.
Picture Superiority Effect
Demand Characteristics
Progressive Disclosure
Interference Effects
32. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Uncertainty Principle
Comparison
Signal- to- Noise Ratio
Orientation Sensitivity
33. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Archetype
Comparison
Attractiveness Bias
Fibonacci Sequence
34. A property of visual equivalence among elements in a form.
Interference Effects
Orientation Sensitivity
Symmetry
Mental Model
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Fibonacci Sequence
Framing
Law of Pragnanz
Uniform Connectedness
36. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Classical Conditioning
Wayfinding
Interference Effects
Signal- to- Noise Ratio
37. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Face- ism Ratio
Mapping
Prototyping
38. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Archetype
Serial Position Effects
Top- Down Lighting Bias
39. An action or ommission of action yielding an unintended result.
Flexibility-Usability Tradeoff
Consistency
Hick's Law
Errors
40. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Top- Down Lighting Bias
Pygmalion Effect
Proximity
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Readability
Golden Ratio
Common Fate
Form Follows Function
42. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Cognitive Dissonance
Satisficing
Normal Distribution
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Threat detection
Proximity
Similarity
Performance vs. Preference
44. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Readability
Gutenberg Diagram
Halo Effect
Highlighting
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hierarchy of Needs (Design)
Readability
Performance vs. Preference
Control
46. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Gutenberg Diagram
Development Cycle
Weakest Link
47. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Constancy
Iconic Representation
Wayfinding
48. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Signal- to- Noise Ratio
Chunking
Structural Forms
Golden Ratio
49. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Iconic Representation
Depth of Processing
Gutenberg Diagram
Affordance
50. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Interference Effects
Signal- to- Noise Ratio
Law of Pragnanz