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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. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Uncertainty Principle
Gutenberg Diagram
Golden Ratio
Factor of Safety
2. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Factor of Safety
Normal Distribution
Good Continuation
Weakest Link
3. The tendency for people to perform better or worse based on the expectations of another.
Depth of Processing
Pygmalion Effect
Mental Model
Orientation Sensitivity
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Operant Conditioning
Archetype
Confirmation
5. People understand and interact with systems and environments based on mental representations developed from experience.
Progressive Disclosure
Maslow's Hierarchy of Needs
Mental Model
Law of Pragnanz
6. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Hick's Law
Constancy
Consistency
Immersion
7. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Placebo effect
Forgiveness
Hick's Law
Exposure Effect
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Framing
Top- Down Lighting Bias
Placebo effect
9. 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.
Fibonacci Sequence
Picture Superiority Effect
Recognition over recall
Savanna Preference
10. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Pygmalion Effect
Symmetry
Layering
11. Elements that are similar are perceived to be more related than elements that are dissimilar.
Ockham's Razor
Good Continuation
80/20 Rule
Similarity
12. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Symmetry
Threat detection
Demand Characteristics
Baby-Face Bias
13. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Consistency
Mnemonic Device
Defensible Space
Alignment
14. 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.
Performance vs. Preference
Hierarchy of Needs (Design)
Three- Dimensional Projection
Storytelling
15. An original model on which something is patterned
Operant Conditioning
Alignment
Archetype
Von Restorff Effect
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)
Closure
Ockham's Razor
Factor of Safety
Scaling Fallacy
17. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Expectation Effect
Uncertainty Principle
Von Restorff Effect
Self- similarity
18. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Structural Forms
Waist to Hip Ratio
Mnemonic Device
Hierarchy
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Progressive Disclosure
Inverted Pyramid
Constraint
Baby-Face Bias
20. The tendency for people to behave differently when they know they are being studied
Flexibility-Usability Tradeoff
Modularity
Structural Forms
Hawthorne Effect
21. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Pygmalion Effect
Comparison
Garbage In - Garbage Out
Rule of Thirds
22. A technique that influences decision making and judgement by manipulating the way information is presented.
Orientation Sensitivity
Framing
Waist to Hip Ratio
Hierarchy
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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24. The quality of system output is dependent on the quality of system input.
Signal- to- Noise Ratio
Garbage In - Garbage Out
Storytelling
Normal Distribution
25. 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.
Flexibility-Usability Tradeoff
Hierarchy
Self- similarity
Mapping
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Confirmation
Legibility
Archetype
Normal Distribution
27. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Control
80/20 Rule
Garbage In - Garbage Out
28. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Interference Effects
Expectation Effect
Signal- to- Noise Ratio
Depth of Processing
29. 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?)
Factor of Safety
Alignment
Picture Superiority Effect
Cost-Benefit
30. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Uniform Connectedness
Form Follows Function
Self- similarity
31. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Prototyping
Flexibility-Usability Tradeoff
Consistency
32. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Prospect-Refuge
Performance Load
Uniform Connectedness
Classical Conditioning
33. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Rosenthal Effect
Good Continuation
Highlighting
Law of Pragnanz
34. 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.
Good Continuation
Constancy
Weakest Link
Maslow's Hierarchy of Needs
35. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Hick's Law
Exposure Effect
Three- Dimensional Projection
36. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Good Continuation
Feedback Loop
Signal- to- Noise Ratio
37. 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.)
Cost-Benefit
Expectation Effect
Chunking
Serial Position Effects
38. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Maslow's Hierarchy of Needs
Inverted Pyramid
Structural Forms
Common Fate
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Closure
Uncertainty Principle
Prototyping
Mimicry
40. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Golden Ratio
Fibonacci Sequence
Uniform Connectedness
Operant Conditioning
41. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Pygmalion Effect
Inverted Pyramid
Baby-Face Bias
Life Cycle
42. 80% of the effects generated by any large system are caused by 20% of the variables.
Development Cycle
Three- Dimensional Projection
80/20 Rule
Savanna Preference
43. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Framing
Performance vs. Preference
Flexibility-Usability Tradeoff
44. A process in which similar characteristics evolve independently in multiple systems.
Signal- to- Noise Ratio
Framing
Maslow's Hierarchy of Needs
Convergence
45. A method of limiting the actions that can be performed on a system.
Constraint
Form Follows Function
Defensible Space
Performance vs. Preference
46. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Layering
Savanna Preference
Mnemonic Device
Signal- to- Noise Ratio
47. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Hawthorne Effect
Ockham's Razor
Entry Point
48. A property in which a form is made up of parts similar to the whole or to one another.
Constraint
Self- similarity
Forgiveness
Mental Model
49. The usability of a system is improved when its status and methods of use are clearly visible.
Convergence
Flexibility-Usability Tradeoff
Highlighting
Visibility
50. Given a choice between functionally equivalent designs - the simplest design should be selected.
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