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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. As the flexiblity of a system increases - its usability decreases.
Satisficing
Flexibility-Usability Tradeoff
Archetype
Ockham's Razor
2. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Closure
Normal Distribution
Proximity
80/20 Rule
3. Teachers treat students differently based on their expectations of how students will perform.
Law of Pragnanz
Rosenthal Effect
Hierarchy
Iteration
4. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Archetype
Demand Characteristics
Shaping
5. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Factor of Safety
Symmetry
Forgiveness
6. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Storytelling
Constancy
Threat detection
Demand Characteristics
7. A property of visual equivalence among elements in a form.
Interference Effects
Symmetry
Mimicry
Layering
8. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Waist to Hip Ratio
Inverted Pyramid
Mapping
9. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Convergence
Exposure Effect
Modularity
Attractiveness Bias
10. An attribute of an object that allows people to intuitively know how to use it
Constancy
Savanna Preference
Affordance
Normal Distribution
11. A property in which a form is made up of parts similar to the whole or to one another.
Weakest Link
Form Follows Function
Prospect-Refuge
Self- similarity
12. An original model on which something is patterned
Flexibility-Usability Tradeoff
Mimicry
Mental Model
Archetype
13. 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
Framing
Storytelling
Rosenthal Effect
14. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Mapping
Waist to Hip Ratio
Golden Ratio
15. An action or ommission of action yielding an unintended result.
Halo Effect
Exposure Effect
Errors
Top- Down Lighting Bias
16. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Picture Superiority Effect
Figure-Ground Relationship
Redundancy
Expectation Effect
17. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Readability
Ockham's Razor
Entry Point
18. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Hawthorne Effect
Figure-Ground Relationship
Garbage In - Garbage Out
19. Elements that are similar are perceived to be more related than elements that are dissimilar.
Constancy
Proximity
Similarity
Performance Load
20. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Alignment
Life Cycle
Top- Down Lighting Bias
Baby-Face Bias
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Expectation Effect
Entry Point
Errors
Most Average Facial Appearance Effect
22. Pictures are remembered better than words.
Mnemonic Device
Waist to Hip Ratio
Signal- to- Noise Ratio
Picture Superiority Effect
23. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Inverted Pyramid
Mapping
Closure
24. 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.
Prospect-Refuge
Hierarchy of Needs (Design)
Consistency
Chunking
25. Given a choice between functionally equivalent designs - the simplest design should be selected.
26. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Prototyping
Performance Load
Layering
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Inverted Pyramid
Law of Pragnanz
Iconic Representation
Shaping
28. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Symmetry
Flexibility-Usability Tradeoff
Proximity
29. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Confirmation
Development Cycle
Mimicry
Feedback Loop
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mental Model
Uncertainty Principle
Forgiveness
Constancy
31. The debgree to which prose can be understood - based on the complexity of words and sentences.
Classical Conditioning
Archetype
Threat detection
Readability
32. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Fitts' Law
Maslow's Hierarchy of Needs
Hawthorne Effect
33. A process of repeating a set of operation until a specific result is achieved.
Maslow's Hierarchy of Needs
Modularity
Iteration
Control
34. 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.
Law of Pragnanz
Constraint
Mapping
Recognition over recall
35. The time required to move to a target is a function of the target size and distance to the target.
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Confirmation
Structural Forms
Three- Dimensional Projection
37. 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.
Chunking
Flexibility-Usability Tradeoff
Mimicry
Confirmation
38. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mapping
Three- Dimensional Projection
Immersion
Convergence
39. 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.
Visibility
Demand Characteristics
Feedback Loop
Garbage In - Garbage Out
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Proximity
Comparison
Mimicry
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Signal- to- Noise Ratio
Recognition over recall
Closure
Golden Ratio
42. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Good Continuation
Mapping
Garbage In - Garbage Out
43. The tendency for people to perform better or worse based on the expectations of another.
Garbage In - Garbage Out
Convergence
Hick's Law
Pygmalion Effect
44. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Rosenthal Effect
Prospect-Refuge
Orientation Sensitivity
Waist to Hip Ratio
45. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Von Restorff Effect
Constancy
Progressive Disclosure
Legibility
46. The quality of system output is dependent on the quality of system input.
Normal Distribution
Garbage In - Garbage Out
Demand Characteristics
Self- similarity
47. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Fitts' Law
Flexibility-Usability Tradeoff
Performance Load
48. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Recognition over recall
Classical Conditioning
Ockham's Razor
Depth of Processing
49. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Signal- to- Noise Ratio
Redundancy
Inverted Pyramid
Storytelling
50. 80% of the effects generated by any large system are caused by 20% of the variables.
Savanna Preference
Classical Conditioning
Recognition over recall
80/20 Rule