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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. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Hawthorne Effect
Closure
Proximity
Accessibility
2. A property of visual equivalence among elements in a form.
Mnemonic Device
Symmetry
Factor of Safety
Forgiveness
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Prototyping
Structural Forms
Affordance
Most Average Facial Appearance Effect
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Entry Point
Performance vs. Preference
Prospect-Refuge
Progressive Disclosure
5. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Uncertainty Principle
Highlighting
Prototyping
Comparison
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
7. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Feedback Loop
Chunking
Immersion
Symmetry
8. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Iteration
Fibonacci Sequence
Readability
9. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Performance Load
Immersion
Gutenberg Diagram
10. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Fitts' Law
Similarity
Form Follows Function
Development Cycle
11. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Entry Point
Framing
Mapping
Structural Forms
12. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mapping
Three- Dimensional Projection
Top- Down Lighting Bias
Prospect-Refuge
13. A tendency to see objects and patterns as 3D when certain visual cues are present.
Most Average Facial Appearance Effect
Performance Load
Entry Point
Three- Dimensional Projection
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Uniform Connectedness
Defensible Space
Gutenberg Diagram
Modularity
15. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Maslow's Hierarchy of Needs
Visibility
Mimicry
Storytelling
16. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Framing
Uncertainty Principle
Rule of Thirds
Comparison
17. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Confirmation
Archetype
Legibility
Immersion
18. 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
Savanna Preference
Common Fate
Normal Distribution
Comparison
19. Pictures are remembered better than words.
Picture Superiority Effect
Fibonacci Sequence
Errors
Garbage In - Garbage Out
20. A method of limiting the actions that can be performed on a system.
Archetype
Maslow's Hierarchy of Needs
Constraint
Readability
21. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Convergence
Immersion
Golden Ratio
Operant Conditioning
22. The process of using spatial and environmental information to navigate to a destination.
Shaping
Wayfinding
Defensible Space
Common Fate
23. 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.
Uniform Connectedness
Similarity
Hierarchy of Needs (Design)
Immersion
24. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Closure
Hawthorne Effect
Face- ism Ratio
Constancy
25. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Iconic Representation
Inverted Pyramid
Halo Effect
Uncertainty Principle
26. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Uncertainty Principle
Confirmation
Mimicry
27. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Fibonacci Sequence
Similarity
Immersion
28. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Uncertainty Principle
Form Follows Function
Scaling Fallacy
Halo Effect
29. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Form Follows Function
Constancy
Fibonacci Sequence
30. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Iteration
Wayfinding
Defensible Space
Threat detection
31. An original model on which something is patterned
Figure-Ground Relationship
Archetype
Placebo effect
Law of Pragnanz
32. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Golden Ratio
Normal Distribution
Immersion
Control
33. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Von Restorff Effect
80/20 Rule
Classical Conditioning
Inverted Pyramid
34. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Hawthorne Effect
Alignment
Mimicry
Five Hat Racks
35. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Hierarchy of Needs (Design)
Normal Distribution
Modularity
Confirmation
36. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Prototyping
Immersion
Development Cycle
Maslow's Hierarchy of Needs
37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Operant Conditioning
Depth of Processing
Face- ism Ratio
Pygmalion Effect
38. 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.
Forgiveness
Legibility
Redundancy
Inverted Pyramid
39. The time required to move to a target is a function of the target size and distance to the target.
40. Teachers treat students differently based on their expectations of how students will perform.
Operant Conditioning
Rosenthal Effect
Proximity
Structural Forms
41. 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
Pygmalion Effect
Golden Ratio
Iteration
42. 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?)
Cost-Benefit
Factor of Safety
Face- ism Ratio
Constancy
43. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Cognitive Dissonance
Five Hat Racks
Development Cycle
Performance vs. Preference
44. Elements that are close together are percieved to be more related than elements that are farther apart.
Redundancy
Hierarchy
Cost-Benefit
Proximity
45. 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.
Cost-Benefit
Storytelling
Attractiveness Bias
Savanna Preference
46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Accessibility
Wayfinding
Demand Characteristics
Garbage In - Garbage Out
47. 80% of the effects generated by any large system are caused by 20% of the variables.
Common Fate
Interference Effects
80/20 Rule
Redundancy
48. Given a choice between functionally equivalent designs - the simplest design should be selected.
49. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Development Cycle
Attractiveness Bias
Structural Forms
Depth of Processing
50. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Halo Effect
Picture Superiority Effect
Uniform Connectedness