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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 method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Three- Dimensional Projection
Modularity
Uncertainty Principle
Symmetry
2. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Framing
Classical Conditioning
Threat detection
Serial Position Effects
3. Given a choice between functionally equivalent designs - the simplest design should be selected.
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4. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Feedback Loop
Highlighting
Von Restorff Effect
Mapping
5. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Pygmalion Effect
Visibility
Serial Position Effects
6. 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
Proximity
Constancy
Defensible Space
7. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Fibonacci Sequence
Immersion
Structural Forms
Framing
8. 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
Satisficing
Comparison
Pygmalion Effect
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Baby-Face Bias
Good Continuation
Mapping
Prototyping
10. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Consistency
Mnemonic Device
Common Fate
Storytelling
11. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Prototyping
Development Cycle
Storytelling
12. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Baby-Face Bias
Halo Effect
Factor of Safety
Modularity
13. 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.
Inverted Pyramid
Operant Conditioning
Readability
Good Continuation
14. The time it takes to make a decision increases as the number of alternatives increases.
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15. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Entry Point
Highlighting
Readability
Performance vs. Preference
16. 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)
Mapping
Gutenberg Diagram
Immersion
Scaling Fallacy
17. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Layering
Attractiveness Bias
Mapping
18. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Law of Pragnanz
Depth of Processing
Highlighting
Chunking
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Interference Effects
Halo Effect
Uncertainty Principle
20. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Top- Down Lighting Bias
Five Hat Racks
Development Cycle
Hick's Law
21. An attribute of an object that allows people to intuitively know how to use it
Inverted Pyramid
Prospect-Refuge
Control
Affordance
22. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Uniform Connectedness
Form Follows Function
Visibility
Legibility
23. A technique that influences decision making and judgement by manipulating the way information is presented.
Prototyping
Confirmation
Hick's Law
Framing
24. The debgree to which prose can be understood - based on the complexity of words and sentences.
Archetype
Wayfinding
Framing
Readability
25. The quality of system output is dependent on the quality of system input.
Factor of Safety
Garbage In - Garbage Out
Serial Position Effects
Hawthorne Effect
26. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Expectation Effect
Scaling Fallacy
Placebo effect
Rule of Thirds
27. An action or ommission of action yielding an unintended result.
Errors
Hierarchy
Three- Dimensional Projection
Visibility
28. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Uniform Connectedness
Cognitive Dissonance
Classical Conditioning
Form Follows Function
29. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Immersion
Shaping
Performance vs. Preference
Gutenberg Diagram
30. Elements that are close together are percieved to be more related than elements that are farther apart.
Performance vs. Preference
Expectation Effect
Rule of Thirds
Proximity
31. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Waist to Hip Ratio
Operant Conditioning
Placebo effect
32. 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.
Operant Conditioning
Figure-Ground Relationship
Savanna Preference
Fitts' Law
33. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Self- similarity
Constancy
Demand Characteristics
Performance vs. Preference
34. A method of limiting the actions that can be performed on a system.
Hierarchy
Legibility
Constraint
Three- Dimensional Projection
35. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Recognition over recall
Archetype
Figure-Ground Relationship
36. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Top- Down Lighting Bias
Confirmation
Mapping
37. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Highlighting
Structural Forms
Inverted Pyramid
38. Successful products typically follow four stages of creation: requirements - design - development - and testing.
80/20 Rule
Five Hat Racks
Expectation Effect
Development Cycle
39. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Five Hat Racks
Consistency
Alignment
Mental Model
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Immersion
Pygmalion Effect
Storytelling
Consistency
41. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Interference Effects
Highlighting
Hawthorne Effect
Orientation Sensitivity
42. The process of using spatial and environmental information to navigate to a destination.
Constancy
Wayfinding
Five Hat Racks
Law of Pragnanz
43. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Development Cycle
Constraint
Performance vs. Preference
44. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Modularity
Interference Effects
Framing
Baby-Face Bias
45. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Threat detection
Exposure Effect
Forgiveness
Fitts' Law
46. Memory for recognizing things is better than memory for recalling things.
Gutenberg Diagram
Self- similarity
Modularity
Recognition over recall
47. 80% of the effects generated by any large system are caused by 20% of the variables.
Iteration
Confirmation
80/20 Rule
Accessibility
48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Normal Distribution
Three- Dimensional Projection
Figure-Ground Relationship
Placebo effect
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Placebo effect
Mental Model
Signal- to- Noise Ratio
Shaping
50. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Exposure Effect
Performance vs. Preference
Self- similarity
Operant Conditioning