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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.
Inverted Pyramid
Recognition over recall
Rosenthal Effect
Factor of Safety
2. 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
Golden Ratio
Structural Forms
Rule of Thirds
3. The quality of system output is dependent on the quality of system input.
Good Continuation
Progressive Disclosure
Garbage In - Garbage Out
Classical Conditioning
4. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Rule of Thirds
Face- ism Ratio
Legibility
Confirmation
5. 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
Feedback Loop
Savanna Preference
Affordance
6. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Figure-Ground Relationship
Archetype
Uniform Connectedness
7. Pictures are remembered better than words.
Garbage In - Garbage Out
Prospect-Refuge
Picture Superiority Effect
Proximity
8. A method of limiting the actions that can be performed on a system.
Affordance
Depth of Processing
Recognition over recall
Constraint
9. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Uncertainty Principle
Hierarchy of Needs (Design)
Alignment
Satisficing
10. An action or ommission of action yielding an unintended result.
Errors
Legibility
Recognition over recall
Similarity
11. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Archetype
Wayfinding
Structural Forms
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Redundancy
Mental Model
Inverted Pyramid
Placebo effect
13. 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.
Demand Characteristics
Redundancy
Constraint
Uniform Connectedness
14. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Hierarchy of Needs (Design)
Similarity
Shaping
15. Elements that are close together are percieved to be more related than elements that are farther apart.
Flexibility-Usability Tradeoff
Weakest Link
Waist to Hip Ratio
Proximity
16. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Rosenthal Effect
Highlighting
Control
17. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Rosenthal Effect
Mimicry
Cognitive Dissonance
Legibility
18. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Iteration
Interference Effects
Development Cycle
19. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Three- Dimensional Projection
80/20 Rule
Attractiveness Bias
Weakest Link
20. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Mnemonic Device
Alignment
Normal Distribution
21. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Fitts' Law
Similarity
Iteration
Prototyping
22. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
80/20 Rule
Shaping
Visibility
Control
23. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Immersion
Baby-Face Bias
80/20 Rule
Threat detection
24. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Consistency
Factor of Safety
Uniform Connectedness
25. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Exposure Effect
Framing
Five Hat Racks
Halo Effect
26. Teachers treat students differently based on their expectations of how students will perform.
Iconic Representation
Rosenthal Effect
Savanna Preference
Visibility
27. 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.
Halo Effect
Three- Dimensional Projection
Performance vs. Preference
Good Continuation
28. 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
Common Fate
Mapping
29. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Immersion
Classical Conditioning
Fitts' Law
Forgiveness
30. A property in which a form is made up of parts similar to the whole or to one another.
Savanna Preference
Waist to Hip Ratio
Self- similarity
Classical Conditioning
31. 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
Forgiveness
Proximity
Affordance
32. 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.
Confirmation
Feedback Loop
Fitts' Law
Life Cycle
33. The time required to move to a target is a function of the target size and distance to the target.
34. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Cognitive Dissonance
Affordance
Progressive Disclosure
Factor of Safety
35. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Demand Characteristics
Chunking
Rule of Thirds
Life Cycle
36. A tendency to see objects and patterns as 3D when certain visual cues are present.
Layering
Wayfinding
Three- Dimensional Projection
Satisficing
37. Memory for recognizing things is better than memory for recalling things.
Form Follows Function
Classical Conditioning
80/20 Rule
Recognition over recall
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Iconic Representation
Pygmalion Effect
Fibonacci Sequence
39. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Affordance
Scaling Fallacy
Five Hat Racks
40. 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?)
Forgiveness
Progressive Disclosure
Cost-Benefit
Classical Conditioning
41. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Flexibility-Usability Tradeoff
Interference Effects
Top- Down Lighting Bias
Demand Characteristics
42. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Symmetry
Hierarchy
Accessibility
Most Average Facial Appearance Effect
43. A ratio within the elements of a form - such as height to width - approximating 0.618.
Satisficing
Shaping
Golden Ratio
Cost-Benefit
44. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Ockham's Razor
Errors
Uncertainty Principle
Recognition over recall
45. The tendency for people to perform better or worse based on the expectations of another.
Chunking
Orientation Sensitivity
Fibonacci Sequence
Pygmalion Effect
46. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Form Follows Function
Five Hat Racks
Exposure Effect
Modularity
47. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Mapping
Common Fate
Maslow's Hierarchy of Needs
49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Accessibility
Entry Point
Iconic Representation
Storytelling
50. A technique that influences decision making and judgement by manipulating the way information is presented.
Mental Model
Errors
Hierarchy of Needs (Design)
Framing