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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. A process of repeating a set of operation until a specific result is achieved.
Accessibility
Iteration
Shaping
Hick's Law
2. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Threat detection
Five Hat Racks
Hierarchy
Interference Effects
3. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Shaping
Mental Model
Three- Dimensional Projection
Entry Point
4. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Rosenthal Effect
Defensible Space
Expectation Effect
Inverted Pyramid
5. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Three- Dimensional Projection
Prototyping
Common Fate
6. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Forgiveness
Immersion
Performance Load
Prototyping
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Halo Effect
Mimicry
Development Cycle
Convergence
8. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Archetype
Good Continuation
Proximity
Most Average Facial Appearance Effect
9. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Common Fate
Self- similarity
Structural Forms
Performance Load
10. 80% of the effects generated by any large system are caused by 20% of the variables.
Maslow's Hierarchy of Needs
Placebo effect
80/20 Rule
Baby-Face Bias
11. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Visibility
Confirmation
Defensible Space
Normal Distribution
12. The relative ease with which a destination - idea - or concept may be reached.
Factor of Safety
Orientation Sensitivity
Consistency
Accessibility
13. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Feedback Loop
Prototyping
Halo Effect
14. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Factor of Safety
Legibility
Constancy
15. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Threat detection
Closure
Fibonacci Sequence
Legibility
16. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mental Model
Self- similarity
Fitts' Law
Three- Dimensional Projection
17. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Inverted Pyramid
Interference Effects
Five Hat Racks
Prospect-Refuge
18. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hawthorne Effect
Cognitive Dissonance
Modularity
Operant Conditioning
19. A process in which similar characteristics evolve independently in multiple systems.
Iconic Representation
Common Fate
Prototyping
Convergence
20. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Defensible Space
Prospect-Refuge
Hick's Law
Progressive Disclosure
21. 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.
Performance Load
Hierarchy of Needs (Design)
Scaling Fallacy
Iteration
22. 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.
Chunking
Entry Point
Serial Position Effects
Satisficing
23. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Golden Ratio
Halo Effect
Figure-Ground Relationship
Forgiveness
24. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Signal- to- Noise Ratio
Performance vs. Preference
Shaping
Control
25. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Common Fate
Modularity
Depth of Processing
Storytelling
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Interference Effects
Performance Load
Classical Conditioning
Mimicry
27. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Most Average Facial Appearance Effect
Von Restorff Effect
Hierarchy
28. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Convergence
Hierarchy
Rule of Thirds
Archetype
29. An attribute of an object that allows people to intuitively know how to use it
Garbage In - Garbage Out
Affordance
Constancy
Visibility
30. A ratio within the elements of a form - such as height to width - approximating 0.618.
Readability
Wayfinding
Constraint
Golden Ratio
31. 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
Proximity
Redundancy
Common Fate
Visibility
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Serial Position Effects
Storytelling
Interference Effects
Shaping
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Satisficing
Gutenberg Diagram
Hawthorne Effect
Recognition over recall
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Picture Superiority Effect
Uncertainty Principle
Constancy
Structural Forms
35. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Placebo effect
Affordance
Mimicry
36. Given a choice between functionally equivalent designs - the simplest design should be selected.
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37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Structural Forms
Factor of Safety
Face- ism Ratio
Visibility
38. 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?)
Cost-Benefit
Fitts' Law
Visibility
Inverted Pyramid
39. 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.
Visibility
Feedback Loop
Baby-Face Bias
Proximity
40. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Five Hat Racks
Uniform Connectedness
Classical Conditioning
Expectation Effect
41. An action or ommission of action yielding an unintended result.
Errors
Readability
Orientation Sensitivity
Mimicry
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Expectation Effect
Exposure Effect
Halo Effect
Iconic Representation
43. Pictures are remembered better than words.
Picture Superiority Effect
Redundancy
Exposure Effect
Hawthorne Effect
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Feedback Loop
Hick's Law
Threat detection
Waist to Hip Ratio
45. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Classical Conditioning
Ockham's Razor
Baby-Face Bias
46. 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.
Flexibility-Usability Tradeoff
Hick's Law
Depth of Processing
Waist to Hip Ratio
47. 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.
Accessibility
Convergence
Rosenthal Effect
Savanna Preference
48. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Forgiveness
Demand Characteristics
Signal- to- Noise Ratio
Hawthorne Effect
49. The process of using spatial and environmental information to navigate to a destination.
80/20 Rule
Good Continuation
Control
Wayfinding
50. As the flexiblity of a system increases - its usability decreases.
Readability
Flexibility-Usability Tradeoff
Iconic Representation
Ockham's Razor