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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.
Development Cycle
Control
Confirmation
Performance Load
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Forgiveness
Entry Point
Redundancy
3. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Interference Effects
Mimicry
Orientation Sensitivity
4. The time required to move to a target is a function of the target size and distance to the target.
5. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Shaping
Symmetry
Prospect-Refuge
6. 80% of the effects generated by any large system are caused by 20% of the variables.
Life Cycle
Garbage In - Garbage Out
80/20 Rule
Constraint
7. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Feedback Loop
Shaping
Hawthorne Effect
Normal Distribution
8. Memory for recognizing things is better than memory for recalling things.
Law of Pragnanz
Recognition over recall
Face- ism Ratio
Redundancy
9. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Three- Dimensional Projection
Gutenberg Diagram
Cost-Benefit
Iconic Representation
10. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Rosenthal Effect
Serial Position Effects
Factor of Safety
Alignment
11. The usability of a system is improved when its status and methods of use are clearly visible.
Recognition over recall
Chunking
Visibility
Inverted Pyramid
12. An original model on which something is patterned
Recognition over recall
Archetype
Cognitive Dissonance
Expectation Effect
13. 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
Rule of Thirds
Performance vs. Preference
Modularity
Common Fate
14. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Uncertainty Principle
Immersion
Expectation Effect
Normal Distribution
15. An action or ommission of action yielding an unintended result.
Chunking
Law of Pragnanz
Maslow's Hierarchy of Needs
Errors
16. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Life Cycle
Prospect-Refuge
Comparison
Attractiveness Bias
17. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Halo Effect
Shaping
Confirmation
Mimicry
18. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Storytelling
Rosenthal Effect
Modularity
Progressive Disclosure
19. 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.)
Structural Forms
Development Cycle
Storytelling
Expectation Effect
20. 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.
Maslow's Hierarchy of Needs
Chunking
Savanna Preference
Shaping
21. The process of using spatial and environmental information to navigate to a destination.
Three- Dimensional Projection
Cost-Benefit
Mental Model
Wayfinding
22. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Mimicry
Prototyping
Top- Down Lighting Bias
Serial Position Effects
23. The use of pictorial images to improve the recognition and recall of signs and controls.
Consistency
Form Follows Function
Threat detection
Iconic Representation
24. 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.
Prospect-Refuge
Performance vs. Preference
Iteration
Redundancy
25. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Proximity
Depth of Processing
Accessibility
26. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Uniform Connectedness
Satisficing
Rule of Thirds
27. Pictures are remembered better than words.
Prospect-Refuge
Weakest Link
Storytelling
Picture Superiority Effect
28. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Readability
Placebo effect
Defensible Space
Performance Load
29. Elements that are similar are perceived to be more related than elements that are dissimilar.
Structural Forms
Chunking
Common Fate
Similarity
30. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Modularity
Scaling Fallacy
Attractiveness Bias
Readability
31. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Figure-Ground Relationship
Law of Pragnanz
Progressive Disclosure
Top- Down Lighting Bias
32. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Storytelling
Closure
Prototyping
Performance vs. Preference
33. 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.
Self- similarity
Feedback Loop
Immersion
Waist to Hip Ratio
34. As the flexiblity of a system increases - its usability decreases.
Visibility
Alignment
Flexibility-Usability Tradeoff
Highlighting
35. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Comparison
Archetype
Shaping
Five Hat Racks
36. A method of limiting the actions that can be performed on a system.
Constraint
Performance vs. Preference
Five Hat Racks
Flexibility-Usability Tradeoff
37. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Orientation Sensitivity
Weakest Link
Convergence
Layering
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Ockham's Razor
Structural Forms
Cost-Benefit
39. 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.
Redundancy
Constancy
Good Continuation
Fitts' Law
40. 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
Maslow's Hierarchy of Needs
Baby-Face Bias
Convergence
41. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Shaping
Modularity
Law of Pragnanz
Exposure Effect
42. 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.
Mental Model
Convergence
Serial Position Effects
Waist to Hip Ratio
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Symmetry
Law of Pragnanz
Highlighting
Savanna Preference
44. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Hierarchy
Closure
Iconic Representation
45. The debgree to which prose can be understood - based on the complexity of words and sentences.
Proximity
Affordance
Fitts' Law
Readability
46. The time it takes to make a decision increases as the number of alternatives increases.
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Satisficing
Face- ism Ratio
Hierarchy
Life Cycle
48. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Chunking
Interference Effects
Waist to Hip Ratio
Halo Effect
49. 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.
Satisficing
Hierarchy of Needs (Design)
Mapping
Most Average Facial Appearance Effect
50. 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
Prospect-Refuge
Mimicry
Fibonacci Sequence