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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. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Constancy
Rosenthal Effect
Convergence
Development Cycle
2. Pictures are remembered better than words.
Weakest Link
Picture Superiority Effect
Depth of Processing
Consistency
3. The time required to move to a target is a function of the target size and distance to the target.
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4. The usability of a system is improved when similar parts are expressed in similar ways.
Modularity
Attractiveness Bias
Halo Effect
Consistency
5. An attribute of an object that allows people to intuitively know how to use it
Inverted Pyramid
Affordance
Good Continuation
Ockham's Razor
6. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Law of Pragnanz
Three- Dimensional Projection
Signal- to- Noise Ratio
Immersion
7. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Chunking
Satisficing
Good Continuation
8. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Immersion
Similarity
Convergence
9. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Expectation Effect
Life Cycle
Layering
Errors
10. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Rule of Thirds
Performance vs. Preference
Control
Accessibility
11. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Defensible Space
Structural Forms
Entry Point
Performance Load
12. The debgree to which prose can be understood - based on the complexity of words and sentences.
Modularity
Readability
Uniform Connectedness
Five Hat Racks
13. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prospect-Refuge
Five Hat Racks
Factor of Safety
Halo Effect
14. Teachers treat students differently based on their expectations of how students will perform.
Top- Down Lighting Bias
Highlighting
Interference Effects
Rosenthal Effect
15. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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16. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Gutenberg Diagram
Shaping
Exposure Effect
Attractiveness Bias
17. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Accessibility
Iteration
Hick's Law
18. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Ockham's Razor
Gutenberg Diagram
Satisficing
80/20 Rule
19. 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.
Errors
Mapping
Legibility
Storytelling
20. A process in which similar characteristics evolve independently in multiple systems.
Feedback Loop
Highlighting
Convergence
Similarity
21. 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.
Top- Down Lighting Bias
Structural Forms
Waist to Hip Ratio
Prototyping
22. A property of visual equivalence among elements in a form.
Symmetry
Savanna Preference
Most Average Facial Appearance Effect
Control
23. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Common Fate
Mimicry
Placebo effect
Depth of Processing
24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Convergence
Fitts' Law
Figure-Ground Relationship
Structural Forms
25. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Forgiveness
Operant Conditioning
Pygmalion Effect
26. 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.)
Placebo effect
Redundancy
Expectation Effect
Convergence
27. A process of repeating a set of operation until a specific result is achieved.
Iteration
Law of Pragnanz
80/20 Rule
Archetype
28. The process of using spatial and environmental information to navigate to a destination.
Hierarchy
Fitts' Law
Hawthorne Effect
Wayfinding
29. 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)
Cost-Benefit
Scaling Fallacy
Closure
80/20 Rule
30. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Operant Conditioning
Mnemonic Device
Closure
Redundancy
31. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Satisficing
Factor of Safety
Performance Load
32. A tendency to see objects and patterns as 3D when certain visual cues are present.
Prototyping
Three- Dimensional Projection
Legibility
Maslow's Hierarchy of Needs
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Mimicry
Progressive Disclosure
Depth of Processing
34. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Inverted Pyramid
Entry Point
Self- similarity
35. A technique that influences decision making and judgement by manipulating the way information is presented.
Inverted Pyramid
Framing
Garbage In - Garbage Out
Waist to Hip Ratio
36. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Constraint
Affordance
Normal Distribution
Threat detection
37. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Scaling Fallacy
Iconic Representation
Depth of Processing
38. A ratio within the elements of a form - such as height to width - approximating 0.618.
Consistency
Life Cycle
80/20 Rule
Golden Ratio
39. An action or ommission of action yielding an unintended result.
Modularity
Defensible Space
Fitts' Law
Errors
40. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Closure
Three- Dimensional Projection
Serial Position Effects
Depth of Processing
41. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Performance vs. Preference
Storytelling
Alignment
42. 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.
Mapping
Halo Effect
Baby-Face Bias
Serial Position Effects
43. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Pygmalion Effect
Signal- to- Noise Ratio
Figure-Ground Relationship
Placebo effect
44. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Normal Distribution
Entry Point
Garbage In - Garbage Out
Face- ism Ratio
45. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Cognitive Dissonance
Readability
Mental Model
Top- Down Lighting Bias
46. A property in which a form is made up of parts similar to the whole or to one another.
Figure-Ground Relationship
Pygmalion Effect
Shaping
Self- similarity
47. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Garbage In - Garbage Out
Prospect-Refuge
Performance vs. Preference
Satisficing
48. 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?)
Operant Conditioning
Cost-Benefit
Alignment
Readability
49. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Prototyping
Picture Superiority Effect
Weakest Link
Rule of Thirds
50. 80% of the effects generated by any large system are caused by 20% of the variables.
Ockham's Razor
Control
Maslow's Hierarchy of Needs
80/20 Rule