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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. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Proximity
Uncertainty Principle
Structural Forms
Consistency
2. 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.
Archetype
Good Continuation
Fitts' Law
Demand Characteristics
3. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Law of Pragnanz
Entry Point
Control
4. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Interference Effects
Weakest Link
Legibility
Depth of Processing
5. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Placebo effect
Von Restorff Effect
Interference Effects
Forgiveness
6. A sequence of numbers in which each number is the sum of the preceding two.
Hierarchy of Needs (Design)
Placebo effect
Fibonacci Sequence
Face- ism Ratio
7. 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.
Shaping
Chunking
Weakest Link
Progressive Disclosure
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Garbage In - Garbage Out
Life Cycle
Cost-Benefit
Legibility
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Gutenberg Diagram
Legibility
Feedback Loop
Top- Down Lighting Bias
10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Recognition over recall
Demand Characteristics
Three- Dimensional Projection
Garbage In - Garbage Out
11. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Highlighting
Immersion
Forgiveness
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Baby-Face Bias
Maslow's Hierarchy of Needs
Inverted Pyramid
Normal Distribution
13. The tendency for people to perform better or worse based on the expectations of another.
Common Fate
Operant Conditioning
Good Continuation
Pygmalion Effect
14. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Operant Conditioning
Cognitive Dissonance
Iconic Representation
Factor of Safety
15. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Prospect-Refuge
Figure-Ground Relationship
Von Restorff Effect
Hawthorne Effect
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Performance Load
Normal Distribution
Demand Characteristics
17. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Mapping
Figure-Ground Relationship
Gutenberg Diagram
Self- similarity
18. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Immersion
Similarity
Inverted Pyramid
19. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Figure-Ground Relationship
Feedback Loop
Signal- to- Noise Ratio
20. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Figure-Ground Relationship
Picture Superiority Effect
Law of Pragnanz
Ockham's Razor
21. An original model on which something is patterned
Confirmation
Feedback Loop
Halo Effect
Archetype
22. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Visibility
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
23. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Defensible Space
Performance vs. Preference
Placebo effect
Weakest Link
24. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Constancy
Similarity
Weakest Link
25. The usability of a system is improved when similar parts are expressed in similar ways.
Framing
Consistency
80/20 Rule
Baby-Face Bias
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Attractiveness Bias
Storytelling
Figure-Ground Relationship
Top- Down Lighting Bias
27. The relative ease with which a destination - idea - or concept may be reached.
Chunking
Operant Conditioning
Form Follows Function
Accessibility
28. An action or ommission of action yielding an unintended result.
Errors
Prototyping
Performance Load
80/20 Rule
29. Memory for recognizing things is better than memory for recalling things.
Cost-Benefit
Recognition over recall
Satisficing
Golden Ratio
30. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Iteration
Uniform Connectedness
Wayfinding
Storytelling
31. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Symmetry
Hawthorne Effect
Threat detection
32. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Recognition over recall
Modularity
80/20 Rule
Cost-Benefit
33. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Defensible Space
Operant Conditioning
Savanna Preference
Scaling Fallacy
34. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Closure
Layering
Mimicry
35. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Threat detection
Layering
Rosenthal Effect
36. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Satisficing
Alignment
80/20 Rule
Top- Down Lighting Bias
37. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Top- Down Lighting Bias
Errors
Comparison
38. A technique that influences decision making and judgement by manipulating the way information is presented.
80/20 Rule
Exposure Effect
Framing
Golden Ratio
39. The process of using spatial and environmental information to navigate to a destination.
Iconic Representation
Von Restorff Effect
Wayfinding
Good Continuation
40. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Classical Conditioning
Five Hat Racks
Cognitive Dissonance
Accessibility
41. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Chunking
Feedback Loop
Defensible Space
42. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mimicry
Scaling Fallacy
Signal- to- Noise Ratio
Uncertainty Principle
43. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Defensible Space
Archetype
Serial Position Effects
Satisficing
44. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Closure
Fitts' Law
Baby-Face Bias
Immersion
45. 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
Inverted Pyramid
Good Continuation
Face- ism Ratio
46. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Face- ism Ratio
Hierarchy
Fitts' Law
Immersion
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Development Cycle
Normal Distribution
Accessibility
48. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Control
Garbage In - Garbage Out
Accessibility
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Rule of Thirds
Garbage In - Garbage Out
Top- Down Lighting Bias
50. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Performance vs. Preference
Exposure Effect
Demand Characteristics
Storytelling