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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 tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Control
Form Follows Function
Constancy
Life Cycle
2. A property of visual equivalence among elements in a form.
Operant Conditioning
Mnemonic Device
Symmetry
Mimicry
3. An attribute of an object that allows people to intuitively know how to use it
Affordance
Mapping
Flexibility-Usability Tradeoff
Threat detection
4. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Baby-Face Bias
Satisficing
Five Hat Racks
Recognition over recall
5. The tendency for people to perform better or worse based on the expectations of another.
Face- ism Ratio
Pygmalion Effect
Closure
Scaling Fallacy
6. A property in which a form is made up of parts similar to the whole or to one another.
Halo Effect
Self- similarity
Ockham's Razor
Five Hat Racks
7. The quality of system output is dependent on the quality of system input.
80/20 Rule
Gutenberg Diagram
Hierarchy
Garbage In - Garbage Out
8. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Scaling Fallacy
Hierarchy of Needs (Design)
Exposure Effect
Comparison
9. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Exposure Effect
Operant Conditioning
Rule of Thirds
Orientation Sensitivity
10. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
11. 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.
Form Follows Function
Redundancy
Pygmalion Effect
Layering
12. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Defensible Space
Iteration
Prototyping
13. The time required to move to a target is a function of the target size and distance to the target.
14. 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
Good Continuation
Layering
Common Fate
Normal Distribution
15. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Inverted Pyramid
Constancy
Hick's Law
16. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Five Hat Racks
Face- ism Ratio
Exposure Effect
Depth of Processing
17. The debgree to which prose can be understood - based on the complexity of words and sentences.
Flexibility-Usability Tradeoff
Readability
Confirmation
Redundancy
18. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Baby-Face Bias
Face- ism Ratio
Form Follows Function
Scaling Fallacy
19. 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
Development Cycle
Normal Distribution
Rule of Thirds
20. Teachers treat students differently based on their expectations of how students will perform.
Five Hat Racks
Rosenthal Effect
Inverted Pyramid
Shaping
21. 80% of the effects generated by any large system are caused by 20% of the variables.
Picture Superiority Effect
Depth of Processing
80/20 Rule
Hierarchy of Needs (Design)
22. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Convergence
Iteration
Legibility
23. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Fibonacci Sequence
Constancy
Signal- to- Noise Ratio
Exposure Effect
24. 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
Performance vs. Preference
Cognitive Dissonance
Archetype
25. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hierarchy
Inverted Pyramid
Life Cycle
Flexibility-Usability Tradeoff
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Layering
Hierarchy of Needs (Design)
Fibonacci Sequence
Figure-Ground Relationship
27. 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?)
Inverted Pyramid
80/20 Rule
Similarity
Cost-Benefit
28. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Highlighting
Cognitive Dissonance
Wayfinding
29. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Top- Down Lighting Bias
Cognitive Dissonance
Shaping
Form Follows Function
30. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Iconic Representation
Factor of Safety
Control
Hawthorne Effect
31. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Immersion
Signal- to- Noise Ratio
Consistency
Life Cycle
32. The process of using spatial and environmental information to navigate to a destination.
Confirmation
Shaping
Forgiveness
Wayfinding
33. Pictures are remembered better than words.
Recognition over recall
Prospect-Refuge
Classical Conditioning
Picture Superiority Effect
34. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Face- ism Ratio
Forgiveness
Symmetry
Control
35. 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.
Scaling Fallacy
Iteration
Savanna Preference
Development Cycle
36. A sequence of numbers in which each number is the sum of the preceding two.
Mapping
Fibonacci Sequence
Development Cycle
Storytelling
37. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Control
Maslow's Hierarchy of Needs
Closure
38. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Placebo effect
Rule of Thirds
Development Cycle
Face- ism Ratio
39. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Scaling Fallacy
Rule of Thirds
Alignment
Closure
40. An action or ommission of action yielding an unintended result.
Satisficing
Convergence
Demand Characteristics
Errors
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Picture Superiority Effect
Exposure Effect
Proximity
Baby-Face Bias
42. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Prospect-Refuge
Self- similarity
Von Restorff Effect
Halo Effect
43. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Top- Down Lighting Bias
Immersion
Uncertainty Principle
Gutenberg Diagram
44. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Recognition over recall
Orientation Sensitivity
Good Continuation
45. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Archetype
Von Restorff Effect
Similarity
Errors
46. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Prospect-Refuge
Uniform Connectedness
Baby-Face Bias
Expectation Effect
47. A tendency to see objects and patterns as 3D when certain visual cues are present.
Depth of Processing
Three- Dimensional Projection
Redundancy
Constraint
48. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Development Cycle
Performance vs. Preference
Self- similarity
Closure
49. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Confirmation
Von Restorff Effect
Forgiveness
Factor of Safety
50. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Alignment
Mnemonic Device
Inverted Pyramid
Classical Conditioning