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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. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Face- ism Ratio
Structural Forms
Hick's Law
80/20 Rule
2. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Layering
Archetype
Top- Down Lighting Bias
Life Cycle
3. Patients experience treatment effects based on their belief that a treatment will work.
Five Hat Racks
Control
Iconic Representation
Placebo effect
4. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Similarity
Prototyping
Savanna Preference
Flexibility-Usability Tradeoff
5. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Golden Ratio
Alignment
Depth of Processing
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Alignment
Development Cycle
Closure
Uniform Connectedness
7. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Archetype
Mental Model
Depth of Processing
Signal- to- Noise Ratio
8. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Archetype
Factor of Safety
Placebo effect
Orientation Sensitivity
9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Threat detection
Satisficing
Entry Point
Good Continuation
10. 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.
Form Follows Function
Serial Position Effects
Cost-Benefit
Satisficing
11. A property in which a form is made up of parts similar to the whole or to one another.
Gutenberg Diagram
Waist to Hip Ratio
Self- similarity
Face- ism Ratio
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Mental Model
Waist to Hip Ratio
Defensible Space
Satisficing
13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Hawthorne Effect
Demand Characteristics
Gutenberg Diagram
Feedback Loop
14. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Legibility
Orientation Sensitivity
Cognitive Dissonance
Entry Point
15. A technique for bringing attention to an area of text or image.
Feedback Loop
Waist to Hip Ratio
Highlighting
Entry Point
16. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Orientation Sensitivity
Shaping
Closure
Operant Conditioning
17. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Serial Position Effects
Wayfinding
Baby-Face Bias
Normal Distribution
18. 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.)
Convergence
Face- ism Ratio
Archetype
Expectation Effect
19. 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?)
Chunking
Cost-Benefit
Interference Effects
Normal Distribution
20. A method of limiting the actions that can be performed on a system.
Immersion
Constraint
Similarity
Ockham's Razor
21. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Self- similarity
Gutenberg Diagram
Von Restorff Effect
Modularity
22. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Interference Effects
Common Fate
Symmetry
23. 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.
Forgiveness
Hierarchy of Needs (Design)
Hawthorne Effect
80/20 Rule
24. The debgree to which prose can be understood - based on the complexity of words and sentences.
Waist to Hip Ratio
Readability
Interference Effects
Figure-Ground Relationship
25. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Fitts' Law
Prototyping
Constancy
26. 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
Satisficing
Convergence
Errors
27. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Progressive Disclosure
Factor of Safety
Archetype
Classical Conditioning
28. Pictures are remembered better than words.
Immersion
Closure
Control
Picture Superiority Effect
29. An action or ommission of action yielding an unintended result.
Orientation Sensitivity
Iteration
Golden Ratio
Errors
30. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Cognitive Dissonance
Law of Pragnanz
Self- similarity
31. 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.
Recognition over recall
Immersion
Entry Point
Chunking
32. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Placebo effect
Depth of Processing
Constraint
33. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Hick's Law
Most Average Facial Appearance Effect
Form Follows Function
34. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Performance Load
Hick's Law
Confirmation
Von Restorff Effect
35. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Framing
Closure
Fibonacci Sequence
36. An original model on which something is patterned
Archetype
Garbage In - Garbage Out
Most Average Facial Appearance Effect
Good Continuation
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
Signal- to- Noise Ratio
Picture Superiority Effect
Common Fate
Figure-Ground Relationship
38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Shaping
Demand Characteristics
Defensible Space
Good Continuation
39. A property of visual equivalence among elements in a form.
Pygmalion Effect
Symmetry
Top- Down Lighting Bias
Iteration
40. A process of repeating a set of operation until a specific result is achieved.
Iteration
Self- similarity
Law of Pragnanz
Three- Dimensional Projection
41. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Operant Conditioning
Serial Position Effects
Attractiveness Bias
Proximity
42. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Inverted Pyramid
Exposure Effect
Wayfinding
Halo Effect
43. 80% of the effects generated by any large system are caused by 20% of the variables.
Placebo effect
Halo Effect
Fibonacci Sequence
80/20 Rule
44. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Legibility
Hick's Law
Comparison
Self- similarity
45. The process of using spatial and environmental information to navigate to a destination.
Alignment
Wayfinding
Feedback Loop
Development Cycle
46. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Uncertainty Principle
Performance Load
Prototyping
Forgiveness
47. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Alignment
Garbage In - Garbage Out
Constancy
Top- Down Lighting Bias
48. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Mnemonic Device
Confirmation
Life Cycle
Weakest Link
49. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Defensible Space
Cost-Benefit
Convergence
50. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Waist to Hip Ratio
Alignment
Signal- to- Noise Ratio
Forgiveness