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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 process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Normal Distribution
Immersion
Satisficing
Layering
2. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Prospect-Refuge
Mapping
Similarity
3. Memory for recognizing things is better than memory for recalling things.
Cognitive Dissonance
Self- similarity
Mental Model
Recognition over recall
4. The usability of a system is improved when its status and methods of use are clearly visible.
Self- similarity
Ockham's Razor
Recognition over recall
Visibility
5. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Control
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
Normal Distribution
6. An original model on which something is patterned
Control
Mimicry
Rosenthal Effect
Archetype
7. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Classical Conditioning
Baby-Face Bias
Garbage In - Garbage Out
8. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Performance vs. Preference
Face- ism Ratio
Flexibility-Usability Tradeoff
Legibility
9. 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.
Five Hat Racks
Hierarchy of Needs (Design)
Wayfinding
Rosenthal Effect
10. 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.
Affordance
Similarity
Modularity
Savanna Preference
11. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Defensible Space
Gutenberg Diagram
Pygmalion Effect
Cognitive Dissonance
12. The time it takes to make a decision increases as the number of alternatives increases.
13. 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.)
Expectation Effect
Classical Conditioning
Feedback Loop
Uniform Connectedness
14. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Inverted Pyramid
Shaping
Affordance
15. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Defensible Space
Iconic Representation
Most Average Facial Appearance Effect
Closure
16. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Depth of Processing
Gutenberg Diagram
Top- Down Lighting Bias
Progressive Disclosure
17. A process in which similar characteristics evolve independently in multiple systems.
Ockham's Razor
Convergence
Rule of Thirds
Prototyping
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Symmetry
Similarity
Rosenthal Effect
Pygmalion Effect
19. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Performance vs. Preference
Control
Shaping
Iconic Representation
20. 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.
Accessibility
Law of Pragnanz
Serial Position Effects
Flexibility-Usability Tradeoff
21. 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.
Chunking
Framing
Feedback Loop
Signal- to- Noise Ratio
22. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Layering
Rosenthal Effect
Threat detection
Control
23. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Life Cycle
Gutenberg Diagram
Chunking
Uniform Connectedness
24. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Attractiveness Bias
Classical Conditioning
Development Cycle
25. The quality of system output is dependent on the quality of system input.
Prototyping
Garbage In - Garbage Out
Pygmalion Effect
Gutenberg Diagram
26. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Baby-Face Bias
Interference Effects
Garbage In - Garbage Out
Legibility
27. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Classical Conditioning
Layering
Readability
Exposure Effect
28. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Signal- to- Noise Ratio
Weakest Link
Three- Dimensional Projection
29. Pictures are remembered better than words.
Good Continuation
Exposure Effect
Picture Superiority Effect
Hierarchy of Needs (Design)
30. The process of using spatial and environmental information to navigate to a destination.
Hawthorne Effect
Wayfinding
Modularity
Baby-Face Bias
31. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Operant Conditioning
Structural Forms
Constancy
Mental Model
32. People understand and interact with systems and environments based on mental representations developed from experience.
Iteration
Mental Model
Interference Effects
Golden Ratio
33. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Highlighting
Scaling Fallacy
Recognition over recall
34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Convergence
Face- ism Ratio
Confirmation
Pygmalion Effect
35. 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?)
Mnemonic Device
Cost-Benefit
Framing
Confirmation
36. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Expectation Effect
Control
Iteration
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Life Cycle
Good Continuation
Iconic Representation
Proximity
38. 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.
Savanna Preference
Mapping
Structural Forms
Progressive Disclosure
39. 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.
Picture Superiority Effect
Redundancy
Similarity
Entry Point
40. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Scaling Fallacy
Performance Load
Wayfinding
Fibonacci Sequence
41. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Prospect-Refuge
Uncertainty Principle
Mental Model
Comparison
42. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hierarchy of Needs (Design)
Signal- to- Noise Ratio
Comparison
Three- Dimensional Projection
43. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Demand Characteristics
Attractiveness Bias
Von Restorff Effect
44. An action or ommission of action yielding an unintended result.
Weakest Link
Errors
Readability
Operant Conditioning
45. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Waist to Hip Ratio
Immersion
Demand Characteristics
Von Restorff Effect
46. A technique that influences decision making and judgement by manipulating the way information is presented.
Five Hat Racks
Framing
80/20 Rule
Garbage In - Garbage Out
47. 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
Entry Point
Feedback Loop
Weakest Link
48. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
49. An attribute of an object that allows people to intuitively know how to use it
Affordance
Mimicry
Five Hat Racks
Readability
50. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Interference Effects
Mimicry
Life Cycle
Gutenberg Diagram