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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 phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Iconic Representation
Modularity
Hawthorne Effect
Interference Effects
2. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Maslow's Hierarchy of Needs
Hierarchy of Needs (Design)
Hierarchy
3. A ratio within the elements of a form - such as height to width - approximating 0.618.
Interference Effects
Savanna Preference
Golden Ratio
Mapping
4. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Interference Effects
Orientation Sensitivity
Legibility
Classical Conditioning
5. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Performance vs. Preference
Satisficing
Accessibility
6. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Errors
Constancy
Serial Position Effects
7. A tendency to see objects and patterns as 3D when certain visual cues are present.
Exposure Effect
Layering
Three- Dimensional Projection
Constraint
8. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Proximity
Recognition over recall
Confirmation
Convergence
9. An action or ommission of action yielding an unintended result.
Waist to Hip Ratio
Confirmation
Errors
Cost-Benefit
10. The quality of system output is dependent on the quality of system input.
Errors
Self- similarity
Garbage In - Garbage Out
Weakest Link
11. An original model on which something is patterned
Archetype
Most Average Facial Appearance Effect
Feedback Loop
Prospect-Refuge
12. Teachers treat students differently based on their expectations of how students will perform.
Expectation Effect
Top- Down Lighting Bias
Satisficing
Rosenthal Effect
13. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Rule of Thirds
Shaping
Five Hat Racks
Comparison
14. A property of visual equivalence among elements in a form.
Feedback Loop
Recognition over recall
Convergence
Symmetry
15. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Affordance
Golden Ratio
Legibility
16. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Five Hat Racks
Cognitive Dissonance
Wayfinding
Readability
17. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Immersion
Fibonacci Sequence
Mimicry
Serial Position Effects
18. The time required to move to a target is a function of the target size and distance to the target.
19. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Comparison
Affordance
Immersion
Rule of Thirds
20. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Scaling Fallacy
Figure-Ground Relationship
Archetype
21. 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?)
Hick's Law
Symmetry
Control
Cost-Benefit
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Maslow's Hierarchy of Needs
Modularity
Gutenberg Diagram
Redundancy
23. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Placebo effect
Orientation Sensitivity
Mimicry
24. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Structural Forms
Performance vs. Preference
Life Cycle
Normal Distribution
25. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Picture Superiority Effect
Recognition over recall
Immersion
Five Hat Racks
26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Confirmation
Constancy
Orientation Sensitivity
27. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Ockham's Razor
Structural Forms
Redundancy
Baby-Face Bias
28. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Law of Pragnanz
Prospect-Refuge
Fitts' Law
Three- Dimensional Projection
29. 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.
Defensible Space
Inverted Pyramid
Immersion
Feedback Loop
30. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Accessibility
Alignment
Hierarchy of Needs (Design)
31. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Feedback Loop
Savanna Preference
Mnemonic Device
Orientation Sensitivity
32. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Face- ism Ratio
Performance vs. Preference
Mimicry
Constraint
33. Elements that are close together are percieved to be more related than elements that are farther apart.
Iteration
Hawthorne Effect
Good Continuation
Proximity
34. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Form Follows Function
Attractiveness Bias
Law of Pragnanz
Performance vs. Preference
35. 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.
Legibility
Serial Position Effects
Orientation Sensitivity
Shaping
36. An attribute of an object that allows people to intuitively know how to use it
Affordance
Flexibility-Usability Tradeoff
Mnemonic Device
Constraint
37. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hierarchy of Needs (Design)
Three- Dimensional Projection
Prototyping
Forgiveness
38. 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.
Recognition over recall
Ockham's Razor
Chunking
Shaping
39. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Uncertainty Principle
Classical Conditioning
Prospect-Refuge
40. The tendency for people to behave differently when they know they are being studied
Most Average Facial Appearance Effect
Development Cycle
Hawthorne Effect
Proximity
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Mapping
Fitts' Law
Redundancy
42. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Operant Conditioning
Defensible Space
Proximity
Pygmalion Effect
43. 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
Gutenberg Diagram
Mimicry
Chunking
44. 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.
Prototyping
Law of Pragnanz
Savanna Preference
Confirmation
45. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Redundancy
Most Average Facial Appearance Effect
Closure
Alignment
46. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Progressive Disclosure
Hick's Law
Satisficing
47. The relative ease with which a destination - idea - or concept may be reached.
Convergence
Accessibility
Structural Forms
Performance Load
48. The time it takes to make a decision increases as the number of alternatives increases.
49. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Layering
Wayfinding
Legibility
Uniform Connectedness
50. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Constraint
Redundancy
Threat detection
Orientation Sensitivity