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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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Normal Distribution
Prospect-Refuge
Cognitive Dissonance
Similarity
2. 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.
Prototyping
Performance vs. Preference
Legibility
Redundancy
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Legibility
Constraint
Mimicry
Cognitive Dissonance
4. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Placebo effect
Attractiveness Bias
Five Hat Racks
5. A tendency to see objects and patterns as 3D when certain visual cues are present.
Good Continuation
Rule of Thirds
Three- Dimensional Projection
80/20 Rule
6. The quality of system output is dependent on the quality of system input.
Law of Pragnanz
Visibility
Garbage In - Garbage Out
Wayfinding
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Highlighting
Face- ism Ratio
Errors
Storytelling
8. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Face- ism Ratio
Performance Load
Interference Effects
Uncertainty Principle
9. 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.
Uniform Connectedness
Flexibility-Usability Tradeoff
Mimicry
Hierarchy of Needs (Design)
10. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Errors
Hick's Law
Form Follows Function
Halo Effect
11. 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.
Alignment
Normal Distribution
Good Continuation
Prototyping
12. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Accessibility
Figure-Ground Relationship
Progressive Disclosure
Factor of Safety
13. A technique for bringing attention to an area of text or image.
Iconic Representation
Highlighting
Satisficing
Most Average Facial Appearance Effect
14. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Serial Position Effects
Common Fate
Symmetry
Face- ism Ratio
15. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Prototyping
Mnemonic Device
Affordance
Closure
16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Mnemonic Device
Redundancy
Cost-Benefit
17. 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.
Expectation Effect
Serial Position Effects
Storytelling
Hawthorne Effect
18. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Immersion
Orientation Sensitivity
Performance vs. Preference
Mental Model
19. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Immersion
Chunking
Satisficing
Performance vs. Preference
20. 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.
Redundancy
Feedback Loop
Mimicry
Control
21. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Three- Dimensional Projection
Top- Down Lighting Bias
Uncertainty Principle
22. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Maslow's Hierarchy of Needs
Confirmation
Alignment
Baby-Face Bias
23. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Placebo effect
Garbage In - Garbage Out
Normal Distribution
Defensible Space
24. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Waist to Hip Ratio
Weakest Link
Self- similarity
Picture Superiority Effect
25. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Fibonacci Sequence
Feedback Loop
Legibility
Prototyping
27. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Signal- to- Noise Ratio
Structural Forms
Rosenthal Effect
Normal Distribution
28. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Feedback Loop
Redundancy
Satisficing
29. A process of repeating a set of operation until a specific result is achieved.
Uniform Connectedness
Flexibility-Usability Tradeoff
Iteration
Hick's Law
30. 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
Consistency
Chunking
Prototyping
Common Fate
31. A property of visual equivalence among elements in a form.
Symmetry
Entry Point
Performance vs. Preference
Exposure Effect
32. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Ockham's Razor
Feedback Loop
Symmetry
33. 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.
Baby-Face Bias
Golden Ratio
Chunking
Hierarchy
34. 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)
Affordance
Entry Point
Modularity
Scaling Fallacy
35. The tendency for people to behave differently when they know they are being studied
Highlighting
Hawthorne Effect
Similarity
Von Restorff Effect
36. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Prospect-Refuge
Threat detection
Classical Conditioning
Errors
37. The usability of a system is improved when its status and methods of use are clearly visible.
Layering
Wayfinding
Redundancy
Visibility
38. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Satisficing
Rule of Thirds
Alignment
Hierarchy
39. Pictures are remembered better than words.
Hawthorne Effect
Inverted Pyramid
Immersion
Picture Superiority Effect
40. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Baby-Face Bias
Iteration
Signal- to- Noise Ratio
Shaping
41. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Gutenberg Diagram
Constancy
Development Cycle
Consistency
42. 80% of the effects generated by any large system are caused by 20% of the variables.
Expectation Effect
80/20 Rule
Highlighting
Baby-Face Bias
43. A property in which a form is made up of parts similar to the whole or to one another.
Figure-Ground Relationship
Modularity
Self- similarity
Alignment
44. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Progressive Disclosure
Hick's Law
Baby-Face Bias
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Forgiveness
Rule of Thirds
Attractiveness Bias
46. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Good Continuation
Weakest Link
Immersion
Hierarchy of Needs (Design)
47. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Readability
Attractiveness Bias
Demand Characteristics
Five Hat Racks
48. The tendency for people to perform better or worse based on the expectations of another.
Hierarchy
Classical Conditioning
Pygmalion Effect
Comparison
49. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Uncertainty Principle
Accessibility
Golden Ratio
Figure-Ground Relationship
50. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Law of Pragnanz
Demand Characteristics
Exposure Effect
Mnemonic Device