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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 property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Performance Load
Mimicry
Framing
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Archetype
Constancy
Hierarchy of Needs (Design)
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Attractiveness Bias
Most Average Facial Appearance Effect
Archetype
Entry Point
4. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Form Follows Function
Top- Down Lighting Bias
Interference Effects
5. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Hick's Law
Progressive Disclosure
Weakest Link
6. The time it takes to make a decision increases as the number of alternatives increases.
7. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Baby-Face Bias
Good Continuation
Progressive Disclosure
8. 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.
Forgiveness
Top- Down Lighting Bias
Feedback Loop
Recognition over recall
9. A property of visual equivalence among elements in a form.
Baby-Face Bias
Archetype
Symmetry
Attractiveness Bias
10. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Inverted Pyramid
Von Restorff Effect
Expectation Effect
11. 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)
Scaling Fallacy
Golden Ratio
Performance Load
Wayfinding
12. The debgree to which prose can be understood - based on the complexity of words and sentences.
Constancy
Mimicry
Readability
Rule of Thirds
13. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Archetype
Mnemonic Device
Law of Pragnanz
Alignment
14. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Top- Down Lighting Bias
Mimicry
Framing
Picture Superiority Effect
15. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Errors
Performance vs. Preference
Top- Down Lighting Bias
Three- Dimensional Projection
16. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Life Cycle
Good Continuation
Redundancy
17. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Attractiveness Bias
Legibility
Proximity
Form Follows Function
18. An attribute of an object that allows people to intuitively know how to use it
Placebo effect
Constraint
Classical Conditioning
Affordance
19. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Errors
Mnemonic Device
Orientation Sensitivity
Interference Effects
20. 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
Constancy
Common Fate
Factor of Safety
Threat detection
21. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Orientation Sensitivity
Readability
Fibonacci Sequence
22. People understand and interact with systems and environments based on mental representations developed from experience.
Constancy
Uniform Connectedness
Mental Model
Pygmalion Effect
23. 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
Garbage In - Garbage Out
Entry Point
Chunking
24. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Storytelling
Performance Load
Hierarchy of Needs (Design)
Interference Effects
25. The quality of system output is dependent on the quality of system input.
Inverted Pyramid
Garbage In - Garbage Out
Self- similarity
Archetype
26. 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.
Progressive Disclosure
Depth of Processing
Weakest Link
Hierarchy of Needs (Design)
27. Pictures are remembered better than words.
Cost-Benefit
Modularity
Picture Superiority Effect
Immersion
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Hick's Law
Signal- to- Noise Ratio
Prototyping
29. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Three- Dimensional Projection
Shaping
Form Follows Function
30. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
31. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Recognition over recall
Cognitive Dissonance
Pygmalion Effect
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Framing
Savanna Preference
Uncertainty Principle
33. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Garbage In - Garbage Out
Control
Hawthorne Effect
34. Teachers treat students differently based on their expectations of how students will perform.
Layering
Face- ism Ratio
Rosenthal Effect
Hierarchy of Needs (Design)
35. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Expectation Effect
Waist to Hip Ratio
Immersion
Flexibility-Usability Tradeoff
36. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Readability
Layering
Chunking
Performance Load
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)
Face- ism Ratio
Readability
Legibility
Interference Effects
38. Given a choice between functionally equivalent designs - the simplest design should be selected.
39. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Iconic Representation
Prospect-Refuge
Serial Position Effects
40. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Serial Position Effects
Redundancy
Entry Point
Halo Effect
41. A method of limiting the actions that can be performed on a system.
Ockham's Razor
Von Restorff Effect
Performance Load
Constraint
42. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Cost-Benefit
Highlighting
Redundancy
Operant Conditioning
43. The usability of a system is improved when its status and methods of use are clearly visible.
Weakest Link
Visibility
Constraint
Exposure Effect
44. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Readability
Form Follows Function
Picture Superiority Effect
Attractiveness Bias
45. The usability of a system is improved when similar parts are expressed in similar ways.
Storytelling
Defensible Space
Consistency
Confirmation
46. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Cost-Benefit
Hick's Law
Consistency
Halo Effect
47. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Prototyping
Weakest Link
Most Average Facial Appearance Effect
Redundancy
48. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Defensible Space
Placebo effect
49. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Wayfinding
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
50. An original model on which something is patterned
Consistency
Top- Down Lighting Bias
Three- Dimensional Projection
Archetype