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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 method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Wayfinding
Exposure Effect
Modularity
Structural Forms
2. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Von Restorff Effect
Readability
Prospect-Refuge
3. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Recognition over recall
Orientation Sensitivity
Iteration
Hierarchy
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Form Follows Function
Mimicry
Three- Dimensional Projection
Prospect-Refuge
5. A sequence of numbers in which each number is the sum of the preceding two.
Halo Effect
Good Continuation
Golden Ratio
Fibonacci Sequence
6. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Attractiveness Bias
Defensible Space
Demand Characteristics
Chunking
7. The tendency for people to behave differently when they know they are being studied
Rule of Thirds
Consistency
Good Continuation
Hawthorne Effect
8. 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
Fitts' Law
Forgiveness
9. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Highlighting
Depth of Processing
Performance Load
10. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hawthorne Effect
Ockham's Razor
Signal- to- Noise Ratio
Threat detection
11. Patients experience treatment effects based on their belief that a treatment will work.
Mental Model
Placebo effect
Common Fate
Weakest Link
12. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Prospect-Refuge
Face- ism Ratio
Shaping
Iconic Representation
13. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Shaping
Depth of Processing
Fitts' Law
80/20 Rule
14. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Savanna Preference
Interference Effects
Common Fate
15. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Proximity
Face- ism Ratio
Cost-Benefit
Top- Down Lighting Bias
16. A process of repeating a set of operation until a specific result is achieved.
Iteration
Von Restorff Effect
Flexibility-Usability Tradeoff
Uniform Connectedness
17. A technique that influences decision making and judgement by manipulating the way information is presented.
Visibility
Framing
Development Cycle
Mapping
18. 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.
Immersion
Feedback Loop
Waist to Hip Ratio
Mapping
19. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Readability
Placebo effect
Figure-Ground Relationship
20. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Threat detection
Rule of Thirds
Wayfinding
21. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Most Average Facial Appearance Effect
Visibility
80/20 Rule
22. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Common Fate
Highlighting
Immersion
Operant Conditioning
23. An action or ommission of action yielding an unintended result.
Pygmalion Effect
Face- ism Ratio
Forgiveness
Errors
24. 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.
Shaping
Feedback Loop
Pygmalion Effect
Prospect-Refuge
25. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Cognitive Dissonance
Threat detection
Confirmation
Demand Characteristics
26. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Three- Dimensional Projection
Maslow's Hierarchy of Needs
Progressive Disclosure
27. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Exposure Effect
Constancy
Orientation Sensitivity
Closure
28. 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.
Scaling Fallacy
Mapping
Affordance
Hawthorne Effect
29. Pictures are remembered better than words.
Depth of Processing
Picture Superiority Effect
Ockham's Razor
Iteration
30. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Control
Visibility
Confirmation
Prototyping
31. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Picture Superiority Effect
Comparison
Errors
Normal Distribution
32. 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
Performance Load
Visibility
Inverted Pyramid
33. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Consistency
Confirmation
Scaling Fallacy
Exposure Effect
34. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Visibility
Fibonacci Sequence
Common Fate
35. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Highlighting
Exposure Effect
Placebo effect
Classical Conditioning
36. Elements that are close together are percieved to be more related than elements that are farther apart.
Normal Distribution
Shaping
Proximity
Accessibility
37. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Classical Conditioning
Defensible Space
Mental Model
Satisficing
38. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Prospect-Refuge
Figure-Ground Relationship
Wayfinding
39. The process of using spatial and environmental information to navigate to a destination.
Golden Ratio
Wayfinding
Structural Forms
Expectation Effect
40. An original model on which something is patterned
Archetype
Constraint
Fitts' Law
Errors
41. 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
Prospect-Refuge
Hierarchy of Needs (Design)
Halo Effect
42. 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
Common Fate
Maslow's Hierarchy of Needs
Readability
Mapping
43. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Legibility
Satisficing
Exposure Effect
44. The time required to move to a target is a function of the target size and distance to the target.
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Inverted Pyramid
Wayfinding
Control
Similarity
46. A property of visual equivalence among elements in a form.
Similarity
Cognitive Dissonance
Symmetry
Three- Dimensional Projection
47. A method of limiting the actions that can be performed on a system.
Threat detection
Halo Effect
Uniform Connectedness
Constraint
48. 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.
Inverted Pyramid
Chunking
Self- similarity
Forgiveness
49. An attribute of an object that allows people to intuitively know how to use it
Mapping
Progressive Disclosure
Affordance
Performance Load
50. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Signal- to- Noise Ratio
Convergence
Expectation Effect
Garbage In - Garbage Out