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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 space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Pygmalion Effect
Constraint
Defensible Space
Framing
2. 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.
Garbage In - Garbage Out
Savanna Preference
Archetype
Hick's Law
3. The relative ease with which a destination - idea - or concept may be reached.
Uncertainty Principle
Shaping
Accessibility
Rosenthal Effect
4. Teachers treat students differently based on their expectations of how students will perform.
Baby-Face Bias
Golden Ratio
Rosenthal Effect
Pygmalion Effect
5. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Constancy
Attractiveness Bias
Mnemonic Device
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Ockham's Razor
Mental Model
Convergence
Law of Pragnanz
7. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Savanna Preference
Cognitive Dissonance
Shaping
Storytelling
8. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Hick's Law
Legibility
Constancy
9. 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
Common Fate
Wayfinding
Halo Effect
Mental Model
10. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Layering
Iconic Representation
Face- ism Ratio
11. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Placebo effect
Prospect-Refuge
Structural Forms
Factor of Safety
12. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Three- Dimensional Projection
Golden Ratio
Mnemonic Device
Convergence
13. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Affordance
Performance Load
Law of Pragnanz
Five Hat Racks
14. A tendency to see objects and patterns as 3D when certain visual cues are present.
Face- ism Ratio
Three- Dimensional Projection
Law of Pragnanz
Hawthorne Effect
15. The time required to move to a target is a function of the target size and distance to the target.
16. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Prospect-Refuge
Common Fate
Comparison
Mapping
17. A property of visual equivalence among elements in a form.
Hierarchy
Operant Conditioning
Symmetry
Accessibility
18. As the flexiblity of a system increases - its usability decreases.
Orientation Sensitivity
Common Fate
Flexibility-Usability Tradeoff
Constraint
19. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Performance vs. Preference
Control
Placebo effect
Alignment
20. 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.
Closure
Serial Position Effects
Self- similarity
Visibility
21. Memory for recognizing things is better than memory for recalling things.
Mimicry
Recognition over recall
Golden Ratio
Factor of Safety
22. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Proximity
Entry Point
Readability
23. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Constraint
Fibonacci Sequence
Flexibility-Usability Tradeoff
24. The tendency for people to behave differently when they know they are being studied
Constraint
Hawthorne Effect
Orientation Sensitivity
Savanna Preference
25. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Affordance
Von Restorff Effect
Threat detection
Attractiveness Bias
26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Mimicry
Operant Conditioning
Wayfinding
Demand Characteristics
27. A method of limiting the actions that can be performed on a system.
Exposure Effect
Constraint
Top- Down Lighting Bias
Errors
28. 80% of the effects generated by any large system are caused by 20% of the variables.
Hick's Law
80/20 Rule
Mapping
Highlighting
29. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Development Cycle
Gutenberg Diagram
Weakest Link
Proximity
30. An action or ommission of action yielding an unintended result.
Errors
Ockham's Razor
Maslow's Hierarchy of Needs
Convergence
31. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Common Fate
Immersion
Baby-Face Bias
32. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Hawthorne Effect
Rule of Thirds
Storytelling
Confirmation
33. Pictures are remembered better than words.
Legibility
Normal Distribution
Entry Point
Picture Superiority Effect
34. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Orientation Sensitivity
Structural Forms
Self- similarity
Control
35. The process of using spatial and environmental information to navigate to a destination.
Classical Conditioning
Symmetry
Convergence
Wayfinding
36. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Mapping
Life Cycle
Mnemonic Device
Layering
37. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mimicry
Figure-Ground Relationship
Immersion
Weakest Link
38. A technique that influences decision making and judgement by manipulating the way information is presented.
Law of Pragnanz
Redundancy
Framing
Operant Conditioning
39. A property in which a form is made up of parts similar to the whole or to one another.
Threat detection
Orientation Sensitivity
Self- similarity
Archetype
40. A process in which similar characteristics evolve independently in multiple systems.
Fibonacci Sequence
Weakest Link
Constraint
Convergence
41. The quality of system output is dependent on the quality of system input.
Three- Dimensional Projection
Similarity
Garbage In - Garbage Out
Fitts' Law
42. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Iteration
Constancy
Uncertainty Principle
Performance vs. Preference
43. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Savanna Preference
Archetype
Gutenberg Diagram
44. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Law of Pragnanz
Form Follows Function
Placebo effect
Storytelling
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Cost-Benefit
Von Restorff Effect
Consistency
46. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Golden Ratio
Framing
Closure
Depth of Processing
47. 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.
Demand Characteristics
Similarity
Performance Load
Feedback Loop
48. The tendency for people to perform better or worse based on the expectations of another.
Three- Dimensional Projection
Accessibility
Fibonacci Sequence
Pygmalion Effect
49. An original model on which something is patterned
Alignment
Archetype
Most Average Facial Appearance Effect
Shaping
50. 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.
Inverted Pyramid
Hierarchy of Needs (Design)
Self- similarity
Hick's Law