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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 quality of system output is dependent on the quality of system input.
Law of Pragnanz
Garbage In - Garbage Out
Redundancy
Highlighting
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Mnemonic Device
Von Restorff Effect
Good Continuation
Operant Conditioning
3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Cognitive Dissonance
Modularity
Satisficing
Serial Position Effects
4. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Halo Effect
Prospect-Refuge
Top- Down Lighting Bias
5. 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.
Defensible Space
Waist to Hip Ratio
Serial Position Effects
Rule of Thirds
6. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Common Fate
Mental Model
Iconic Representation
Development Cycle
7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Life Cycle
Satisficing
Constancy
Golden Ratio
8. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Constancy
Golden Ratio
Five Hat Racks
Proximity
9. 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.)
Errors
Performance Load
Normal Distribution
Expectation Effect
10. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Forgiveness
Prototyping
Iconic Representation
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Top- Down Lighting Bias
Golden Ratio
Control
Most Average Facial Appearance Effect
12. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Von Restorff Effect
Threat detection
Weakest Link
Placebo effect
13. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Inverted Pyramid
Performance vs. Preference
Interference Effects
Three- Dimensional Projection
14. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Threat detection
Rosenthal Effect
Shaping
Fitts' Law
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Good Continuation
Mnemonic Device
Five Hat Racks
16. 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.
Redundancy
Halo Effect
Shaping
Framing
17. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Redundancy
80/20 Rule
Comparison
Maslow's Hierarchy of Needs
18. A technique that influences decision making and judgement by manipulating the way information is presented.
Chunking
Performance Load
Top- Down Lighting Bias
Framing
19. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Flexibility-Usability Tradeoff
Gutenberg Diagram
Storytelling
Rule of Thirds
20. A method of limiting the actions that can be performed on a system.
Constraint
Uniform Connectedness
Halo Effect
Entry Point
21. 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.
Hierarchy of Needs (Design)
Five Hat Racks
Rule of Thirds
Scaling Fallacy
22. 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
Shaping
Five Hat Racks
Forgiveness
23. An original model on which something is patterned
Ockham's Razor
Redundancy
Archetype
Cognitive Dissonance
24. 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?)
Five Hat Racks
Rule of Thirds
Cost-Benefit
Halo Effect
25. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Common Fate
Modularity
Threat detection
26. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Common Fate
Attractiveness Bias
Similarity
27. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Modularity
Form Follows Function
Self- similarity
Convergence
28. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
80/20 Rule
Signal- to- Noise Ratio
Chunking
Ockham's Razor
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Orientation Sensitivity
Factor of Safety
Modularity
Convergence
30. Teachers treat students differently based on their expectations of how students will perform.
Consistency
Rosenthal Effect
Legibility
Inverted Pyramid
31. A process of repeating a set of operation until a specific result is achieved.
Iteration
Errors
Comparison
Exposure Effect
32. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
33. An action or ommission of action yielding an unintended result.
Errors
Accessibility
Constancy
Legibility
34. An attribute of an object that allows people to intuitively know how to use it
Serial Position Effects
Alignment
Confirmation
Affordance
35. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Hierarchy of Needs (Design)
Satisficing
Framing
36. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Legibility
Depth of Processing
Affordance
Good Continuation
37. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Cognitive Dissonance
Normal Distribution
Mental Model
Signal- to- Noise Ratio
38. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Confirmation
Rosenthal Effect
Feedback Loop
39. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Maslow's Hierarchy of Needs
Three- Dimensional Projection
Halo Effect
Depth of Processing
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Garbage In - Garbage Out
Factor of Safety
Rosenthal Effect
Legibility
41. 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.
Five Hat Racks
Serial Position Effects
Mapping
Errors
42. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Wayfinding
Most Average Facial Appearance Effect
Fibonacci Sequence
Classical Conditioning
43. The use of pictorial images to improve the recognition and recall of signs and controls.
Common Fate
Picture Superiority Effect
Self- similarity
Iconic Representation
44. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Cognitive Dissonance
Classical Conditioning
Framing
Defensible Space
45. The tendency for people to perform better or worse based on the expectations of another.
Comparison
Satisficing
Pygmalion Effect
Progressive Disclosure
46. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Cost-Benefit
Orientation Sensitivity
Savanna Preference
Prospect-Refuge
47. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Figure-Ground Relationship
Scaling Fallacy
Garbage In - Garbage Out
Top- Down Lighting Bias
48. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Maslow's Hierarchy of Needs
Law of Pragnanz
Von Restorff Effect
Consistency
49. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Accessibility
Pygmalion Effect
Performance vs. Preference
Baby-Face Bias
50. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Baby-Face Bias
Common Fate
Immersion
Interference Effects