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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 technique used to asociate a stimulus with an unconscious physical or emotional response.
Comparison
Consistency
Classical Conditioning
Operant Conditioning
2. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
3. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Proximity
Three- Dimensional Projection
Threat detection
Law of Pragnanz
4. The debgree to which prose can be understood - based on the complexity of words and sentences.
Factor of Safety
Structural Forms
Readability
Iteration
5. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Good Continuation
Figure-Ground Relationship
Garbage In - Garbage Out
Proximity
6. A method of limiting the actions that can be performed on a system.
Golden Ratio
Savanna Preference
Constraint
Redundancy
7. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy
Waist to Hip Ratio
Gutenberg Diagram
Five Hat Racks
8. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Common Fate
Development Cycle
Structural Forms
Uniform Connectedness
9. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Hierarchy
Garbage In - Garbage Out
Satisficing
Consistency
10. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Forgiveness
Confirmation
Weakest Link
Von Restorff Effect
11. 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.)
Chunking
Legibility
Expectation Effect
Recognition over recall
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Mental Model
Picture Superiority Effect
Affordance
Defensible Space
13. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Convergence
Control
Rule of Thirds
Placebo effect
14. 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
Attractiveness Bias
Mental Model
Threat detection
15. 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.
Uncertainty Principle
Accessibility
Redundancy
Exposure Effect
16. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Gutenberg Diagram
Waist to Hip Ratio
Proximity
Signal- to- Noise Ratio
17. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Ockham's Razor
Convergence
Three- Dimensional Projection
18. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Most Average Facial Appearance Effect
Common Fate
Layering
Structural Forms
19. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Signal- to- Noise Ratio
Storytelling
Forgiveness
Top- Down Lighting Bias
20. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Modularity
Mimicry
Storytelling
Archetype
21. 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
Hierarchy
Classical Conditioning
Baby-Face Bias
22. 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.
Self- similarity
Hierarchy of Needs (Design)
Iteration
Maslow's Hierarchy of Needs
23. A technique that influences decision making and judgement by manipulating the way information is presented.
Mental Model
Prototyping
Framing
Confirmation
24. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Alignment
Factor of Safety
Operant Conditioning
Progressive Disclosure
25. 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.
Rosenthal Effect
Mnemonic Device
Waist to Hip Ratio
Garbage In - Garbage Out
26. Pictures are remembered better than words.
Signal- to- Noise Ratio
Forgiveness
Picture Superiority Effect
Performance Load
27. The time required to move to a target is a function of the target size and distance to the target.
28. 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.
Similarity
Baby-Face Bias
Threat detection
Good Continuation
29. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Weakest Link
Face- ism Ratio
Shaping
Ockham's Razor
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Comparison
Flexibility-Usability Tradeoff
Demand Characteristics
Immersion
31. The quality of system output is dependent on the quality of system input.
Self- similarity
Depth of Processing
Garbage In - Garbage Out
Demand Characteristics
32. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Exposure Effect
Proximity
Hierarchy
33. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Figure-Ground Relationship
Maslow's Hierarchy of Needs
Hawthorne Effect
34. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Gutenberg Diagram
Fitts' Law
Errors
35. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Errors
Forgiveness
Entry Point
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Depth of Processing
Affordance
Picture Superiority Effect
37. A sequence of numbers in which each number is the sum of the preceding two.
Similarity
Rosenthal Effect
Fibonacci Sequence
Modularity
38. A process of repeating a set of operation until a specific result is achieved.
Proximity
Iteration
Control
Garbage In - Garbage Out
39. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Structural Forms
Five Hat Racks
Legibility
Top- Down Lighting Bias
40. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Fibonacci Sequence
Scaling Fallacy
Framing
Maslow's Hierarchy of Needs
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Exposure Effect
Development Cycle
Halo Effect
Control
42. A property in which a form is made up of parts similar to the whole or to one another.
Gutenberg Diagram
Performance Load
Self- similarity
Normal Distribution
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.
Confirmation
Immersion
Life Cycle
Hierarchy of Needs (Design)
44. An original model on which something is patterned
Top- Down Lighting Bias
Life Cycle
Archetype
Defensible Space
45. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Form Follows Function
Satisficing
Modularity
Feedback Loop
46. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Performance vs. Preference
Operant Conditioning
Waist to Hip Ratio
Form Follows Function
47. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Consistency
Closure
Interference Effects
Common Fate
48. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Fitts' Law
Feedback Loop
Signal- to- Noise Ratio
Attractiveness Bias
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
80/20 Rule
Waist to Hip Ratio
Control
Classical Conditioning
50. Elements that are close together are percieved to be more related than elements that are farther apart.
Layering
Redundancy
Highlighting
Proximity