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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 usability of a system is improved when similar parts are expressed in similar ways.
Structural Forms
Life Cycle
Consistency
Visibility
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Garbage In - Garbage Out
Operant Conditioning
Baby-Face Bias
Constancy
3. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Progressive Disclosure
Structural Forms
Form Follows Function
Redundancy
4. 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
Prototyping
Satisficing
Threat detection
5. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Uncertainty Principle
Common Fate
Control
Operant Conditioning
6. 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.
Redundancy
Structural Forms
Shaping
Normal Distribution
7. 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.
Control
Good Continuation
Hierarchy of Needs (Design)
Progressive Disclosure
8. The process of using spatial and environmental information to navigate to a destination.
Maslow's Hierarchy of Needs
Wayfinding
Consistency
Weakest Link
9. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Mimicry
Top- Down Lighting Bias
Hierarchy of Needs (Design)
10. An action or ommission of action yielding an unintended result.
Control
Prototyping
Errors
Three- Dimensional Projection
11. The tendency for people to behave differently when they know they are being studied
Operant Conditioning
Hawthorne Effect
Modularity
Ockham's Razor
12. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Orientation Sensitivity
Golden Ratio
Threat detection
Confirmation
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.
Wayfinding
Good Continuation
Hick's Law
Expectation Effect
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Three- Dimensional Projection
Factor of Safety
Structural Forms
Satisficing
15. 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.
Scaling Fallacy
Serial Position Effects
Constraint
Visibility
16. The time required to move to a target is a function of the target size and distance to the target.
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17. Memory for recognizing things is better than memory for recalling things.
Cognitive Dissonance
Prototyping
Recognition over recall
Three- Dimensional Projection
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Classical Conditioning
Alignment
Mimicry
Similarity
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Waist to Hip Ratio
Life Cycle
Forgiveness
Defensible Space
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Top- Down Lighting Bias
Convergence
Constraint
21. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Visibility
Entry Point
Rosenthal Effect
Fibonacci Sequence
22. People understand and interact with systems and environments based on mental representations developed from experience.
Serial Position Effects
Garbage In - Garbage Out
Mental Model
Iteration
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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24. Patients experience treatment effects based on their belief that a treatment will work.
Confirmation
Placebo effect
Waist to Hip Ratio
Three- Dimensional Projection
25. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Legibility
Von Restorff Effect
Alignment
Garbage In - Garbage Out
26. 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.
Mapping
Fibonacci Sequence
Visibility
Common Fate
27. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Constraint
Alignment
Life Cycle
28. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Convergence
Closure
Classical Conditioning
Factor of Safety
29. Pictures are remembered better than words.
Picture Superiority Effect
Symmetry
Waist to Hip Ratio
Five Hat Racks
30. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Serial Position Effects
Rosenthal Effect
Iteration
31. An attribute of an object that allows people to intuitively know how to use it
Fibonacci Sequence
Affordance
Hierarchy
Classical Conditioning
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Picture Superiority Effect
Shaping
Interference Effects
Prototyping
33. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Storytelling
Weakest Link
Cognitive Dissonance
Shaping
34. Elements that are similar are perceived to be more related than elements that are dissimilar.
Figure-Ground Relationship
Flexibility-Usability Tradeoff
Similarity
Orientation Sensitivity
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Cost-Benefit
Threat detection
Legibility
Figure-Ground Relationship
36. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Convergence
Scaling Fallacy
Depth of Processing
37. 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
Mimicry
Common Fate
Constraint
Affordance
38. The usability of a system is improved when its status and methods of use are clearly visible.
Readability
Visibility
Comparison
Top- Down Lighting Bias
39. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Fibonacci Sequence
Signal- to- Noise Ratio
Five Hat Racks
Progressive Disclosure
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Errors
Hawthorne Effect
Factor of Safety
41. 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)
Redundancy
Scaling Fallacy
Common Fate
Performance Load
42. A technique that influences decision making and judgement by manipulating the way information is presented.
Placebo effect
Good Continuation
Framing
Archetype
43. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Performance vs. Preference
Exposure Effect
Common Fate
Orientation Sensitivity
44. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Modularity
Storytelling
Pygmalion Effect
Layering
45. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Hawthorne Effect
Uniform Connectedness
Control
46. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Convergence
Uniform Connectedness
Maslow's Hierarchy of Needs
47. 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.
Feedback Loop
Orientation Sensitivity
Flexibility-Usability Tradeoff
Wayfinding
48. A property in which a form is made up of parts similar to the whole or to one another.
Common Fate
Self- similarity
Three- Dimensional Projection
Cost-Benefit
49. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Readability
Iteration
Exposure Effect
Hierarchy
50. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Legibility
Attractiveness Bias
Threat detection
Depth of Processing