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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 visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Errors
Legibility
Picture Superiority Effect
Attractiveness Bias
2. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Mapping
Alignment
Hick's Law
3. 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.
Von Restorff Effect
Prototyping
Serial Position Effects
Rosenthal Effect
4. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Convergence
Cost-Benefit
Forgiveness
Cognitive Dissonance
5. An original model on which something is patterned
Satisficing
Archetype
Constancy
Classical Conditioning
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Structural Forms
Storytelling
Cognitive Dissonance
Feedback Loop
7. A process in which similar characteristics evolve independently in multiple systems.
Proximity
Convergence
Prospect-Refuge
Exposure Effect
8. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Cost-Benefit
Baby-Face Bias
Closure
9. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Control
Uniform Connectedness
Maslow's Hierarchy of Needs
Constraint
10. 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.
Factor of Safety
Baby-Face Bias
Self- similarity
Feedback Loop
11. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Comparison
Similarity
Face- ism Ratio
Defensible Space
12. A property of visual equivalence among elements in a form.
Serial Position Effects
Prospect-Refuge
Symmetry
Uncertainty Principle
13. Teachers treat students differently based on their expectations of how students will perform.
Errors
Immersion
Interference Effects
Rosenthal Effect
14. 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
Forgiveness
Fitts' Law
Framing
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Layering
Good Continuation
Law of Pragnanz
Shaping
16. Given a choice between functionally equivalent designs - the simplest design should be selected.
17. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Chunking
Confirmation
Top- Down Lighting Bias
18. The debgree to which prose can be understood - based on the complexity of words and sentences.
Fitts' Law
Readability
Uniform Connectedness
Development Cycle
19. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Entry Point
Prototyping
Classical Conditioning
Mapping
20. An action or ommission of action yielding an unintended result.
Errors
Garbage In - Garbage Out
Common Fate
Form Follows Function
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.
Picture Superiority Effect
Hierarchy of Needs (Design)
Interference Effects
Mimicry
22. Memory for recognizing things is better than memory for recalling things.
Mnemonic Device
Three- Dimensional Projection
Recognition over recall
Storytelling
23. A process of repeating a set of operation until a specific result is achieved.
Immersion
Iteration
Hawthorne Effect
Pygmalion Effect
24. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Errors
Baby-Face Bias
Maslow's Hierarchy of Needs
25. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Common Fate
Iconic Representation
Golden Ratio
Face- ism Ratio
26. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Classical Conditioning
Legibility
Law of Pragnanz
Recognition over recall
28. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Interference Effects
Storytelling
Life Cycle
29. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Recognition over recall
Convergence
Self- similarity
30. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Control
Pygmalion Effect
Inverted Pyramid
Factor of Safety
31. 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.
Threat detection
Mapping
Constancy
Errors
32. 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.
Waist to Hip Ratio
Operant Conditioning
Symmetry
Comparison
33. 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
Flexibility-Usability Tradeoff
Uncertainty Principle
Mnemonic Device
34. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Consistency
Symmetry
Attractiveness Bias
35. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Framing
Maslow's Hierarchy of Needs
Form Follows Function
Ockham's Razor
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Immersion
Control
Satisficing
80/20 Rule
37. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Alignment
Fibonacci Sequence
Face- ism Ratio
Comparison
38. A tendency to see objects and patterns as 3D when certain visual cues are present.
Life Cycle
Most Average Facial Appearance Effect
Performance vs. Preference
Three- Dimensional Projection
39. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Storytelling
Von Restorff Effect
Uniform Connectedness
Weakest Link
40. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Signal- to- Noise Ratio
Mental Model
Performance Load
Storytelling
41. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Ockham's Razor
Golden Ratio
Five Hat Racks
Threat detection
42. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Law of Pragnanz
Performance vs. Preference
Modularity
43. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Top- Down Lighting Bias
Factor of Safety
44. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Control
Law of Pragnanz
Performance vs. Preference
Mimicry
45. The time it takes to make a decision increases as the number of alternatives increases.
46. The relative ease with which a destination - idea - or concept may be reached.
Rosenthal Effect
Accessibility
Serial Position Effects
Iteration
47. 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.
Classical Conditioning
Uncertainty Principle
Redundancy
Demand Characteristics
48. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Three- Dimensional Projection
Cognitive Dissonance
Von Restorff Effect
Storytelling
49. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Baby-Face Bias
Good Continuation
Prospect-Refuge
Affordance
50. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Performance vs. Preference
Hierarchy
Closure