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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 relationship between variables in a system where the consequences of an event are fed back in order to modify the event in the future.
Iconic Representation
Errors
Rule of Thirds
Feedback Loop
2. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Good Continuation
Iconic Representation
Shaping
3. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Picture Superiority Effect
Serial Position Effects
Von Restorff Effect
4. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Fibonacci Sequence
Constraint
Iteration
5. The quality of system output is dependent on the quality of system input.
Control
Garbage In - Garbage Out
Threat detection
Operant Conditioning
6. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Hierarchy of Needs (Design)
Comparison
Golden Ratio
Figure-Ground Relationship
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Normal Distribution
Comparison
Mnemonic Device
8. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Face- ism Ratio
Inverted Pyramid
Feedback Loop
Savanna Preference
9. 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
Framing
Ockham's Razor
Immersion
10. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Maslow's Hierarchy of Needs
Weakest Link
Control
Redundancy
11. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Closure
Layering
Prototyping
Confirmation
12. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Serial Position Effects
Life Cycle
Symmetry
Storytelling
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Von Restorff Effect
Framing
Chunking
14. The tendency for people to behave differently when they know they are being studied
Iteration
Fitts' Law
Mnemonic Device
Hawthorne Effect
15. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Defensible Space
Most Average Facial Appearance Effect
Mnemonic Device
Symmetry
16. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Defensible Space
Normal Distribution
Golden Ratio
Most Average Facial Appearance Effect
17. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Golden Ratio
Orientation Sensitivity
Progressive Disclosure
Confirmation
18. Pictures are remembered better than words.
Picture Superiority Effect
Readability
Orientation Sensitivity
Golden Ratio
19. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Consistency
Von Restorff Effect
Attractiveness Bias
Hick's Law
20. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Form Follows Function
Shaping
Development Cycle
Forgiveness
21. An attribute of an object that allows people to intuitively know how to use it
Fibonacci Sequence
Affordance
Attractiveness Bias
Depth of Processing
22. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Law of Pragnanz
Normal Distribution
Rule of Thirds
Readability
23. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Iconic Representation
Exposure Effect
Development Cycle
24. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Convergence
Garbage In - Garbage Out
Attractiveness Bias
Mnemonic Device
25. A sequence of numbers in which each number is the sum of the preceding two.
Flexibility-Usability Tradeoff
Fibonacci Sequence
Constancy
Storytelling
26. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Scaling Fallacy
Errors
Uniform Connectedness
Cognitive Dissonance
27. 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.
Picture Superiority Effect
Mapping
Three- Dimensional Projection
Waist to Hip Ratio
28. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Figure-Ground Relationship
Waist to Hip Ratio
Structural Forms
Prototyping
29. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Maslow's Hierarchy of Needs
Visibility
Savanna Preference
30. Memory for recognizing things is better than memory for recalling things.
Legibility
Serial Position Effects
Recognition over recall
Depth of Processing
31. A process in which similar characteristics evolve independently in multiple systems.
Satisficing
Mapping
Pygmalion Effect
Convergence
32. A property in which a form is made up of parts similar to the whole or to one another.
Expectation Effect
Maslow's Hierarchy of Needs
Self- similarity
Signal- to- Noise Ratio
33. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Classical Conditioning
Development Cycle
Serial Position Effects
Comparison
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Cost-Benefit
Fitts' Law
Proximity
35. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Weakest Link
Convergence
Five Hat Racks
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.
Halo Effect
Serial Position Effects
Operant Conditioning
Mapping
37. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Top- Down Lighting Bias
Operant Conditioning
Gutenberg Diagram
Weakest Link
38. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Iteration
Performance vs. Preference
Classical Conditioning
Normal Distribution
39. The use of pictorial images to improve the recognition and recall of signs and controls.
Control
Alignment
Redundancy
Iconic Representation
40. 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.
Comparison
Waist to Hip Ratio
Hierarchy of Needs (Design)
Picture Superiority Effect
41. A process of repeating a set of operation until a specific result is achieved.
Iteration
Constraint
Hierarchy of Needs (Design)
Archetype
42. 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.
Redundancy
Highlighting
Mnemonic Device
Cognitive Dissonance
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Fibonacci Sequence
Depth of Processing
Cognitive Dissonance
Legibility
44. A ratio within the elements of a form - such as height to width - approximating 0.618.
Consistency
Golden Ratio
Good Continuation
Mental Model
45. 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.)
Symmetry
Recognition over recall
Prototyping
Expectation Effect
46. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Three- Dimensional Projection
Life Cycle
Hick's Law
47. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Highlighting
Hierarchy
Performance vs. Preference
Mental Model
48. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Wayfinding
Convergence
Mental Model
Uncertainty Principle
49. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hick's Law
Threat detection
Accessibility
Operant Conditioning
50. 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.
Symmetry
Mimicry
Top- Down Lighting Bias
Serial Position Effects