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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 point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Form Follows Function
Entry Point
Ockham's Razor
Hierarchy
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Exposure Effect
Defensible Space
Five Hat Racks
3. Patients experience treatment effects based on their belief that a treatment will work.
Comparison
Performance Load
Placebo effect
Feedback Loop
4. 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
Cognitive Dissonance
Visibility
Expectation Effect
Common Fate
5. 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.
Constancy
Good Continuation
Demand Characteristics
Recognition over recall
6. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Serial Position Effects
Progressive Disclosure
Most Average Facial Appearance Effect
Performance Load
7. Memory for recognizing things is better than memory for recalling things.
Cognitive Dissonance
Recognition over recall
Maslow's Hierarchy of Needs
Top- Down Lighting Bias
8. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Satisficing
Progressive Disclosure
Proximity
Constraint
9. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Modularity
Immersion
Rule of Thirds
Fibonacci Sequence
10. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Consistency
Structural Forms
Figure-Ground Relationship
Scaling Fallacy
11. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Immersion
Serial Position Effects
Scaling Fallacy
12. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Redundancy
Serial Position Effects
Accessibility
Classical Conditioning
13. Elements that are close together are percieved to be more related than elements that are farther apart.
Figure-Ground Relationship
Proximity
Halo Effect
Control
14. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Most Average Facial Appearance Effect
Garbage In - Garbage Out
Affordance
Rule of Thirds
15. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Mapping
Shaping
Legibility
16. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Readability
Comparison
Prospect-Refuge
Redundancy
17. 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.
Feedback Loop
Fitts' Law
Law of Pragnanz
Hick's Law
18. 80% of the effects generated by any large system are caused by 20% of the variables.
Hick's Law
80/20 Rule
Readability
Common Fate
19. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Control
Life Cycle
Signal- to- Noise Ratio
Orientation Sensitivity
20. A ratio within the elements of a form - such as height to width - approximating 0.618.
Highlighting
Constancy
Uncertainty Principle
Golden Ratio
21. As the flexiblity of a system increases - its usability decreases.
Serial Position Effects
Cognitive Dissonance
Flexibility-Usability Tradeoff
Constancy
22. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Visibility
Figure-Ground Relationship
Operant Conditioning
23. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Feedback Loop
Depth of Processing
Picture Superiority Effect
Factor of Safety
24. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Constancy
Closure
Mnemonic Device
Operant Conditioning
25. A process of repeating a set of operation until a specific result is achieved.
Mapping
Signal- to- Noise Ratio
Hierarchy of Needs (Design)
Iteration
26. Teachers treat students differently based on their expectations of how students will perform.
Golden Ratio
Common Fate
Rosenthal Effect
Placebo effect
27. The relative ease with which a destination - idea - or concept may be reached.
Control
Cost-Benefit
Accessibility
Law of Pragnanz
28. 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.
Savanna Preference
Defensible Space
Serial Position Effects
Picture Superiority Effect
29. A tendency to see objects and patterns as 3D when certain visual cues are present.
Baby-Face Bias
Three- Dimensional Projection
Halo Effect
Most Average Facial Appearance Effect
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Golden Ratio
Signal- to- Noise Ratio
Demand Characteristics
Rosenthal Effect
31. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Life Cycle
Constraint
Gutenberg Diagram
32. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Ockham's Razor
Closure
Weakest Link
Chunking
33. People understand and interact with systems and environments based on mental representations developed from experience.
Legibility
Errors
Mental Model
Fibonacci Sequence
34. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Attractiveness Bias
Uniform Connectedness
Cognitive Dissonance
Baby-Face Bias
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Closure
Fitts' Law
Entry Point
Figure-Ground Relationship
36. 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.
Normal Distribution
Control
Mapping
Savanna Preference
37. 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.
Hierarchy of Needs (Design)
Maslow's Hierarchy of Needs
Three- Dimensional Projection
Confirmation
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Consistency
Mental Model
Von Restorff Effect
39. Elements that are similar are perceived to be more related than elements that are dissimilar.
Most Average Facial Appearance Effect
Exposure Effect
Similarity
Proximity
40. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Structural Forms
Visibility
Five Hat Racks
Immersion
41. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Halo Effect
Uncertainty Principle
Factor of Safety
Constancy
42. An original model on which something is patterned
Life Cycle
Most Average Facial Appearance Effect
Archetype
Picture Superiority Effect
43. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Golden Ratio
Comparison
Signal- to- Noise Ratio
Development Cycle
44. 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?)
Picture Superiority Effect
Common Fate
Cost-Benefit
Similarity
45. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Iconic Representation
Structural Forms
Affordance
46. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Scaling Fallacy
Readability
Prospect-Refuge
Alignment
47. A property of visual equivalence among elements in a form.
Common Fate
Von Restorff Effect
Symmetry
Good Continuation
48. Given a choice between functionally equivalent designs - the simplest design should be selected.
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49. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Readability
Face- ism Ratio
Waist to Hip Ratio
Halo Effect
50. A property in which a form is made up of parts similar to the whole or to one another.
Common Fate
Signal- to- Noise Ratio
Readability
Self- similarity