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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.
Prospect-Refuge
Readability
Performance Load
Factor of Safety
2. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Normal Distribution
Rosenthal Effect
Layering
Golden Ratio
3. The tendency for people to behave differently when they know they are being studied
Golden Ratio
Hawthorne Effect
Hierarchy of Needs (Design)
Constraint
4. 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.
Mnemonic Device
Expectation Effect
Three- Dimensional Projection
Serial Position Effects
5. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Control
Shaping
Depth of Processing
Prospect-Refuge
6. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Attractiveness Bias
Rule of Thirds
Uncertainty Principle
Alignment
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Three- Dimensional Projection
Storytelling
Consistency
Performance Load
8. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Proximity
Forgiveness
Form Follows Function
Entry Point
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Recognition over recall
Golden Ratio
Picture Superiority Effect
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Symmetry
Attractiveness Bias
Closure
Development Cycle
11. 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
Common Fate
Golden Ratio
Satisficing
Modularity
12. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Waist to Hip Ratio
Development Cycle
Depth of Processing
Similarity
13. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Exposure Effect
Mimicry
Immersion
Feedback Loop
14. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Placebo effect
Cognitive Dissonance
Feedback Loop
Storytelling
15. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Form Follows Function
Self- similarity
Satisficing
Law of Pragnanz
16. The usability of a system is improved when its status and methods of use are clearly visible.
Good Continuation
Comparison
Attractiveness Bias
Visibility
17. A sequence of numbers in which each number is the sum of the preceding two.
Comparison
Fibonacci Sequence
Threat detection
80/20 Rule
18. Patients experience treatment effects based on their belief that a treatment will work.
Satisficing
Development Cycle
Constancy
Placebo effect
19. A property of visual equivalence among elements in a form.
Baby-Face Bias
80/20 Rule
Rule of Thirds
Symmetry
20. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Immersion
Readability
Most Average Facial Appearance Effect
Mental Model
21. Teachers treat students differently based on their expectations of how students will perform.
Consistency
Rosenthal Effect
Prototyping
Progressive Disclosure
22. An original model on which something is patterned
Uniform Connectedness
Classical Conditioning
Archetype
Constancy
23. The tendency for people to perform better or worse based on the expectations of another.
Orientation Sensitivity
Pygmalion Effect
Control
Closure
24. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Golden Ratio
Scaling Fallacy
Face- ism Ratio
25. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Iconic Representation
Prospect-Refuge
Mimicry
Alignment
26. A process in which similar characteristics evolve independently in multiple systems.
Constraint
Convergence
Maslow's Hierarchy of Needs
Defensible Space
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Three- Dimensional Projection
Savanna Preference
Pygmalion Effect
28. 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.
Closure
Attractiveness Bias
Good Continuation
Convergence
29. 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.
Scaling Fallacy
Framing
Orientation Sensitivity
Savanna Preference
30. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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31. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Cost-Benefit
Performance vs. Preference
Uncertainty Principle
Mapping
32. 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.
Layering
Cognitive Dissonance
Hierarchy of Needs (Design)
Entry Point
33. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Pygmalion Effect
Similarity
Orientation Sensitivity
Hick's Law
34. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Weakest Link
Visibility
Normal Distribution
35. 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.
Classical Conditioning
80/20 Rule
Chunking
Rule of Thirds
36. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Weakest Link
Errors
Proximity
Operant Conditioning
37. 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
Modularity
Hick's Law
Uncertainty Principle
38. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Proximity
Operant Conditioning
Uncertainty Principle
Consistency
39. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Cognitive Dissonance
Forgiveness
Consistency
40. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Layering
Progressive Disclosure
Constancy
Golden Ratio
41. The use of pictorial images to improve the recognition and recall of signs and controls.
Pygmalion Effect
Iconic Representation
80/20 Rule
Orientation Sensitivity
42. The quality of system output is dependent on the quality of system input.
Top- Down Lighting Bias
Orientation Sensitivity
Garbage In - Garbage Out
Demand Characteristics
43. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Iconic Representation
Interference Effects
Common Fate
Storytelling
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Halo Effect
Alignment
Symmetry
Proximity
45. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Prototyping
Confirmation
Five Hat Racks
Face- ism Ratio
46. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Rule of Thirds
Performance vs. Preference
Development Cycle
Threat detection
47. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
Convergence
Uniform Connectedness
48. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Iconic Representation
Prototyping
Life Cycle
Operant Conditioning
49. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Figure-Ground Relationship
Iconic Representation
Forgiveness
Hierarchy
50. 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?)
Development Cycle
Similarity
Cost-Benefit
Law of Pragnanz