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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 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.
Entry Point
Storytelling
Good Continuation
Defensible Space
2. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Shaping
Rule of Thirds
Face- ism Ratio
Performance vs. Preference
3. Elements that are close together are percieved to be more related than elements that are farther apart.
Mental Model
Proximity
Demand Characteristics
Convergence
4. The time required to move to a target is a function of the target size and distance to the target.
5. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Performance Load
Comparison
Figure-Ground Relationship
Storytelling
6. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Good Continuation
Performance vs. Preference
Exposure Effect
Rule of Thirds
7. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Golden Ratio
Redundancy
Figure-Ground Relationship
8. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Shaping
Layering
Errors
9. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Three- Dimensional Projection
Alignment
Savanna Preference
Recognition over recall
10. A technique that influences decision making and judgement by manipulating the way information is presented.
Life Cycle
Feedback Loop
Redundancy
Framing
11. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Von Restorff Effect
Mimicry
Face- ism Ratio
Consistency
12. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Structural Forms
Prospect-Refuge
Expectation Effect
13. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Similarity
Immersion
Fitts' Law
Von Restorff Effect
14. The process of using spatial and environmental information to navigate to a destination.
Hierarchy
Baby-Face Bias
Immersion
Wayfinding
15. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Structural Forms
Highlighting
Confirmation
Framing
16. 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.
Visibility
Redundancy
Factor of Safety
Affordance
17. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
18. Teachers treat students differently based on their expectations of how students will perform.
Placebo effect
Good Continuation
Rosenthal Effect
Constraint
19. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Von Restorff Effect
Alignment
Classical Conditioning
20. The use of pictorial images to improve the recognition and recall of signs and controls.
Archetype
Forgiveness
Iconic Representation
Framing
21. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Most Average Facial Appearance Effect
Golden Ratio
Fibonacci Sequence
22. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Inverted Pyramid
Three- Dimensional Projection
Rule of Thirds
23. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Common Fate
Fibonacci Sequence
Fitts' Law
24. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Symmetry
Exposure Effect
Common Fate
Gutenberg Diagram
25. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Three- Dimensional Projection
Mapping
Gutenberg Diagram
80/20 Rule
26. A tendency to see objects and patterns as 3D when certain visual cues are present.
Iconic Representation
Attractiveness Bias
Convergence
Three- Dimensional Projection
27. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Uncertainty Principle
Proximity
Hick's Law
28. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Ockham's Razor
Savanna Preference
Mnemonic Device
Control
29. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Rule of Thirds
Consistency
Five Hat Racks
30. 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?)
Errors
Cost-Benefit
Satisficing
Performance Load
31. The quality of system output is dependent on the quality of system input.
Feedback Loop
Maslow's Hierarchy of Needs
Common Fate
Garbage In - Garbage Out
32. 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.
Mapping
Archetype
Good Continuation
Feedback Loop
33. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Depth of Processing
Layering
Affordance
Framing
34. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Constancy
Constraint
Consistency
Figure-Ground Relationship
35. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Picture Superiority Effect
Maslow's Hierarchy of Needs
Constancy
Closure
36. 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
Closure
Consistency
37. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Top- Down Lighting Bias
Signal- to- Noise Ratio
Threat detection
Halo Effect
38. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Halo Effect
Wayfinding
Baby-Face Bias
Normal Distribution
39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Consistency
Orientation Sensitivity
Common Fate
40. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Rosenthal Effect
Interference Effects
Expectation Effect
Life Cycle
41. The tendency for people to behave differently when they know they are being studied
Maslow's Hierarchy of Needs
Hawthorne Effect
Constraint
Uniform Connectedness
42. A process in which similar characteristics evolve independently in multiple systems.
Prospect-Refuge
Factor of Safety
Symmetry
Convergence
43. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Waist to Hip Ratio
Three- Dimensional Projection
Face- ism Ratio
Mimicry
44. The debgree to which prose can be understood - based on the complexity of words and sentences.
Good Continuation
Prototyping
Shaping
Readability
45. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hierarchy of Needs (Design)
Prospect-Refuge
Top- Down Lighting Bias
Mental Model
46. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Garbage In - Garbage Out
Similarity
Five Hat Racks
Hierarchy
47. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Modularity
Iconic Representation
Progressive Disclosure
Immersion
48. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Placebo effect
Framing
Prospect-Refuge
49. An action or ommission of action yielding an unintended result.
Errors
Classical Conditioning
Legibility
Serial Position Effects
50. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Rule of Thirds
Signal- to- Noise Ratio
Development Cycle
Accessibility