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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 relative ease with which a destination - idea - or concept may be reached.
Similarity
Attractiveness Bias
Halo Effect
Accessibility
2. The process of using spatial and environmental information to navigate to a destination.
Errors
Wayfinding
Performance Load
Weakest Link
3. A process of repeating a set of operation until a specific result is achieved.
Control
Halo Effect
Cognitive Dissonance
Iteration
4. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Exposure Effect
Layering
Top- Down Lighting Bias
Hick's Law
5. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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6. A method of limiting the actions that can be performed on a system.
Ockham's Razor
Similarity
Mimicry
Constraint
7. The time it takes to make a decision increases as the number of alternatives increases.
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8. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Performance Load
Immersion
Closure
Common Fate
9. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Scaling Fallacy
Affordance
Closure
Storytelling
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Attractiveness Bias
Good Continuation
Proximity
Golden Ratio
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Cost-Benefit
Forgiveness
Demand Characteristics
Framing
12. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Exposure Effect
Figure-Ground Relationship
Threat detection
13. Teachers treat students differently based on their expectations of how students will perform.
Legibility
Rosenthal Effect
Operant Conditioning
Five Hat Racks
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.
Normal Distribution
Hierarchy of Needs (Design)
Attractiveness Bias
Picture Superiority Effect
15. 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)
Good Continuation
Scaling Fallacy
Constancy
Immersion
16. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Signal- to- Noise Ratio
Classical Conditioning
Iteration
17. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Uncertainty Principle
Prototyping
Immersion
Feedback Loop
18. The use of pictorial images to improve the recognition and recall of signs and controls.
Closure
Face- ism Ratio
Iconic Representation
Garbage In - Garbage Out
19. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Rosenthal Effect
Confirmation
Weakest Link
Face- ism Ratio
20. The usability of a system is improved when similar parts are expressed in similar ways.
Cognitive Dissonance
Confirmation
Consistency
Legibility
21. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Legibility
Gutenberg Diagram
Hawthorne Effect
Signal- to- Noise Ratio
22. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Top- Down Lighting Bias
Interference Effects
Hick's Law
23. Pictures are remembered better than words.
Visibility
Proximity
Picture Superiority Effect
Self- similarity
24. The debgree to which prose can be understood - based on the complexity of words and sentences.
Closure
Mental Model
Readability
Figure-Ground Relationship
25. Elements that are similar are perceived to be more related than elements that are dissimilar.
Factor of Safety
Similarity
Garbage In - Garbage Out
Uncertainty Principle
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
Layering
Mnemonic Device
Symmetry
27. 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.
Normal Distribution
Face- ism Ratio
Serial Position Effects
Symmetry
28. A technique that influences decision making and judgement by manipulating the way information is presented.
Entry Point
Von Restorff Effect
Readability
Framing
29. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Visibility
Legibility
Shaping
30. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Inverted Pyramid
Most Average Facial Appearance Effect
Good Continuation
31. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Inverted Pyramid
Alignment
Classical Conditioning
Structural Forms
32. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Common Fate
Prototyping
Legibility
Operant Conditioning
33. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Garbage In - Garbage Out
Similarity
Interference Effects
Demand Characteristics
34. Patients experience treatment effects based on their belief that a treatment will work.
Readability
Gutenberg Diagram
Constancy
Placebo effect
35. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Signal- to- Noise Ratio
Development Cycle
Progressive Disclosure
Operant Conditioning
36. Memory for recognizing things is better than memory for recalling things.
Picture Superiority Effect
Recognition over recall
Figure-Ground Relationship
Rule of Thirds
37. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
80/20 Rule
Mnemonic Device
Weakest Link
38. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Factor of Safety
Layering
Demand Characteristics
Constancy
39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Convergence
Chunking
Prospect-Refuge
Uncertainty Principle
40. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Affordance
Chunking
Hierarchy
41. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Rosenthal Effect
Golden Ratio
Factor of Safety
42. 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.
Defensible Space
Savanna Preference
Interference Effects
Pygmalion Effect
43. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Exposure Effect
Hick's Law
Signal- to- Noise Ratio
Waist to Hip Ratio
44. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Good Continuation
Feedback Loop
Most Average Facial Appearance Effect
45. 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?)
Symmetry
Uncertainty Principle
Operant Conditioning
Cost-Benefit
46. The tendency for people to perform better or worse based on the expectations of another.
Alignment
Most Average Facial Appearance Effect
Mapping
Pygmalion Effect
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.
Fitts' Law
Rosenthal Effect
Feedback Loop
Consistency
48. 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.)
Development Cycle
Redundancy
Expectation Effect
Recognition over recall
49. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Storytelling
Most Average Facial Appearance Effect
Exposure Effect
Gutenberg Diagram
50. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Prototyping
Similarity
Inverted Pyramid