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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 process of using spatial and environmental information to navigate to a destination.
Wayfinding
Placebo effect
Constraint
Mnemonic Device
2. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Constraint
Consistency
Mapping
3. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Closure
Uncertainty Principle
Forgiveness
Flexibility-Usability Tradeoff
4. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Ockham's Razor
Five Hat Racks
Law of Pragnanz
Rule of Thirds
5. Teachers treat students differently based on their expectations of how students will perform.
Visibility
Rosenthal Effect
Expectation Effect
Progressive Disclosure
6. 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.
Gutenberg Diagram
Uniform Connectedness
Normal Distribution
Good Continuation
7. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Self- similarity
Legibility
Halo Effect
Alignment
8. A ratio within the elements of a form - such as height to width - approximating 0.618.
Confirmation
Golden Ratio
Gutenberg Diagram
Uniform Connectedness
9. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Convergence
Factor of Safety
Savanna Preference
Uniform Connectedness
10. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Constancy
Prototyping
Archetype
Face- ism Ratio
11. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Normal Distribution
Picture Superiority Effect
Entry Point
Face- ism Ratio
12. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Structural Forms
Similarity
Halo Effect
Cognitive Dissonance
13. 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.
Control
Serial Position Effects
Layering
Golden Ratio
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Top- Down Lighting Bias
Similarity
Classical Conditioning
Gutenberg Diagram
15. The relative ease with which a destination - idea - or concept may be reached.
Iteration
Rosenthal Effect
Wayfinding
Accessibility
16. A property in which a form is made up of parts similar to the whole or to one another.
Performance vs. Preference
Symmetry
Self- similarity
Demand Characteristics
17. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Accessibility
Savanna Preference
Demand Characteristics
18. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Forgiveness
Most Average Facial Appearance Effect
Uncertainty Principle
Hick's Law
19. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Cognitive Dissonance
Exposure Effect
Five Hat Racks
Progressive Disclosure
20. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Factor of Safety
Rosenthal Effect
Shaping
Alignment
21. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Figure-Ground Relationship
Feedback Loop
Orientation Sensitivity
Mnemonic Device
22. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Scaling Fallacy
Legibility
Garbage In - Garbage Out
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Classical Conditioning
Hierarchy
Satisficing
Attractiveness Bias
24. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Modularity
Inverted Pyramid
Three- Dimensional Projection
Convergence
25. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Performance vs. Preference
Entry Point
Mimicry
26. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Layering
Weakest Link
Life Cycle
Cost-Benefit
27. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Uniform Connectedness
Legibility
Scaling Fallacy
28. A tendency to see objects and patterns as 3D when certain visual cues are present.
Fitts' Law
Halo Effect
Three- Dimensional Projection
Shaping
29. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Most Average Facial Appearance Effect
Structural Forms
Performance Load
Interference Effects
30. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Performance vs. Preference
Inverted Pyramid
Classical Conditioning
Performance Load
31. 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.
Confirmation
Feedback Loop
Law of Pragnanz
Hawthorne Effect
32. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Feedback Loop
Orientation Sensitivity
Archetype
Similarity
33. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Wayfinding
Demand Characteristics
Development Cycle
Five Hat Racks
34. 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.
Maslow's Hierarchy of Needs
Redundancy
Garbage In - Garbage Out
Entry Point
35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
80/20 Rule
Prospect-Refuge
Closure
Framing
36. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Savanna Preference
Attractiveness Bias
Uncertainty Principle
37. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Legibility
Top- Down Lighting Bias
Performance vs. Preference
Feedback Loop
38. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Closure
Face- ism Ratio
Baby-Face Bias
Three- Dimensional Projection
39. The time required to move to a target is a function of the target size and distance to the target.
40. The tendency for people to behave differently when they know they are being studied
Highlighting
Most Average Facial Appearance Effect
Development Cycle
Hawthorne Effect
41. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Waist to Hip Ratio
Defensible Space
Operant Conditioning
Archetype
42. The time it takes to make a decision increases as the number of alternatives increases.
43. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Wayfinding
Rule of Thirds
Flexibility-Usability Tradeoff
Feedback Loop
44. A process in which similar characteristics evolve independently in multiple systems.
Exposure Effect
Factor of Safety
Serial Position Effects
Convergence
45. Patients experience treatment effects based on their belief that a treatment will work.
Rosenthal Effect
Cognitive Dissonance
Three- Dimensional Projection
Placebo effect
46. 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.
Garbage In - Garbage Out
Shaping
Consistency
Mapping
47. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Redundancy
Forgiveness
Threat detection
Form Follows Function
48. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Placebo effect
Recognition over recall
Halo Effect
Redundancy
49. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Demand Characteristics
Mnemonic Device
Uniform Connectedness
50. The debgree to which prose can be understood - based on the complexity of words and sentences.
Pygmalion Effect
Common Fate
Readability
Baby-Face Bias