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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. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Accessibility
Comparison
Hierarchy of Needs (Design)
2. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Uncertainty Principle
Storytelling
Modularity
3. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Serial Position Effects
Similarity
Prospect-Refuge
Uniform Connectedness
4. The usability of a system is improved when similar parts are expressed in similar ways.
Feedback Loop
Inverted Pyramid
Visibility
Consistency
5. Pictures are remembered better than words.
Consistency
Picture Superiority Effect
Prototyping
Mnemonic Device
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Control
Fibonacci Sequence
Law of Pragnanz
Most Average Facial Appearance Effect
7. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Serial Position Effects
Maslow's Hierarchy of Needs
Prospect-Refuge
8. The time it takes to make a decision increases as the number of alternatives increases.
9. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Golden Ratio
Garbage In - Garbage Out
Classical Conditioning
Uncertainty Principle
10. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Garbage In - Garbage Out
Interference Effects
Mnemonic Device
Serial Position Effects
11. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Performance Load
Form Follows Function
Development Cycle
Alignment
12. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Feedback Loop
Performance vs. Preference
80/20 Rule
13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Highlighting
Uniform Connectedness
Life Cycle
14. An attribute of an object that allows people to intuitively know how to use it
Most Average Facial Appearance Effect
Fibonacci Sequence
Affordance
Gutenberg Diagram
15. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Entry Point
Prospect-Refuge
Classical Conditioning
Self- similarity
16. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Readability
Confirmation
Attractiveness Bias
Chunking
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
18. 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
Immersion
Placebo effect
Figure-Ground Relationship
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Performance vs. Preference
Hierarchy
Hick's Law
Scaling Fallacy
20. A property in which a form is made up of parts similar to the whole or to one another.
Interference Effects
Ockham's Razor
Classical Conditioning
Self- similarity
21. 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
Mapping
Cost-Benefit
Consistency
Common Fate
22. An action or ommission of action yielding an unintended result.
Mimicry
Control
Expectation Effect
Errors
23. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Factor of Safety
Constancy
Most Average Facial Appearance Effect
Exposure Effect
24. 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.
Uniform Connectedness
Garbage In - Garbage Out
Fibonacci Sequence
Good Continuation
25. An original model on which something is patterned
Most Average Facial Appearance Effect
Common Fate
Archetype
Structural Forms
26. 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.
Attractiveness Bias
Constancy
Chunking
Readability
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Confirmation
Archetype
Expectation Effect
Prototyping
28. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
29. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Prospect-Refuge
Fitts' Law
Feedback Loop
30. A method of limiting the actions that can be performed on a system.
Performance Load
Interference Effects
Pygmalion Effect
Constraint
31. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Face- ism Ratio
Classical Conditioning
80/20 Rule
Gutenberg Diagram
32. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Life Cycle
Fibonacci Sequence
Baby-Face Bias
Prototyping
33. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Entry Point
Cost-Benefit
Modularity
34. As the flexiblity of a system increases - its usability decreases.
Progressive Disclosure
Flexibility-Usability Tradeoff
Five Hat Racks
Readability
35. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Attractiveness Bias
Constancy
Iconic Representation
36. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Orientation Sensitivity
Garbage In - Garbage Out
Cognitive Dissonance
Fitts' Law
37. 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)
Factor of Safety
Performance vs. Preference
Scaling Fallacy
Five Hat Racks
38. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Von Restorff Effect
Hierarchy
Exposure Effect
39. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Performance Load
Confirmation
Baby-Face Bias
Mimicry
40. The process of using spatial and environmental information to navigate to a destination.
Chunking
Top- Down Lighting Bias
Wayfinding
Face- ism Ratio
41. The debgree to which prose can be understood - based on the complexity of words and sentences.
Storytelling
Normal Distribution
Serial Position Effects
Readability
42. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Weakest Link
Savanna Preference
Proximity
43. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Visibility
Demand Characteristics
Rosenthal Effect
Convergence
44. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Modularity
Performance Load
Life Cycle
Performance vs. Preference
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Similarity
Law of Pragnanz
Top- Down Lighting Bias
Control
46. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Gutenberg Diagram
Entry Point
Von Restorff Effect
Hierarchy
47. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Halo Effect
Attractiveness Bias
Exposure Effect
48. 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.
Prospect-Refuge
Performance vs. Preference
Development Cycle
Feedback Loop
49. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Progressive Disclosure
Structural Forms
Closure
50. 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.
Figure-Ground Relationship
Immersion
Cognitive Dissonance
Hierarchy of Needs (Design)