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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Signal- to- Noise Ratio
Five Hat Racks
Picture Superiority Effect
Immersion
2. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Redundancy
Signal- to- Noise Ratio
Performance vs. Preference
Placebo effect
3. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Structural Forms
Uniform Connectedness
Rule of Thirds
Uncertainty Principle
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Expectation Effect
Uncertainty Principle
Performance Load
Structural Forms
5. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Five Hat Racks
Self- similarity
Prototyping
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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7. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Garbage In - Garbage Out
Waist to Hip Ratio
Interference Effects
8. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Operant Conditioning
Gutenberg Diagram
Convergence
9. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Immersion
Cost-Benefit
Shaping
Prospect-Refuge
10. 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.
Defensible Space
Iconic Representation
Hierarchy of Needs (Design)
Modularity
11. A method of limiting the actions that can be performed on a system.
Performance Load
Hierarchy of Needs (Design)
Alignment
Constraint
12. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Common Fate
Framing
Consistency
13. Patients experience treatment effects based on their belief that a treatment will work.
Framing
Signal- to- Noise Ratio
Layering
Placebo effect
14. 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.
Orientation Sensitivity
Redundancy
Layering
Iteration
15. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Halo Effect
Performance Load
Closure
Control
16. An attribute of an object that allows people to intuitively know how to use it
Affordance
Proximity
Mimicry
Feedback Loop
17. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Signal- to- Noise Ratio
Satisficing
Factor of Safety
Halo Effect
18. A property of visual equivalence among elements in a form.
Operant Conditioning
Factor of Safety
Symmetry
Law of Pragnanz
19. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Pygmalion Effect
Five Hat Racks
Constancy
20. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Signal- to- Noise Ratio
Interference Effects
Cost-Benefit
Affordance
21. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Factor of Safety
Alignment
Layering
Accessibility
22. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Shaping
Structural Forms
Errors
Progressive Disclosure
23. A ratio within the elements of a form - such as height to width - approximating 0.618.
Closure
Golden Ratio
Immersion
Threat detection
24. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Scaling Fallacy
Von Restorff Effect
Form Follows Function
Inverted Pyramid
25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Three- Dimensional Projection
Life Cycle
Symmetry
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Form Follows Function
Immersion
Common Fate
Comparison
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Self- similarity
Weakest Link
Closure
Proximity
28. A tendency to see objects and patterns as 3D when certain visual cues are present.
Operant Conditioning
Comparison
Recognition over recall
Three- Dimensional Projection
29. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Factor of Safety
Storytelling
Classical Conditioning
Demand Characteristics
30. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Orientation Sensitivity
Signal- to- Noise Ratio
Framing
31. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Uniform Connectedness
Five Hat Racks
Errors
32. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Cognitive Dissonance
Shaping
Demand Characteristics
Visibility
33. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Framing
Modularity
80/20 Rule
34. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Hierarchy of Needs (Design)
Modularity
Satisficing
Shaping
35. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Flexibility-Usability Tradeoff
Performance vs. Preference
Picture Superiority Effect
36. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Hierarchy
Expectation Effect
Normal Distribution
37. The use of pictorial images to improve the recognition and recall of signs and controls.
Life Cycle
Mapping
Storytelling
Iconic Representation
38. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Garbage In - Garbage Out
Law of Pragnanz
Attractiveness Bias
Ockham's Razor
39. A property in which a form is made up of parts similar to the whole or to one another.
Modularity
Performance vs. Preference
Self- similarity
Storytelling
40. 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.
Constraint
Recognition over recall
Savanna Preference
Uncertainty Principle
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Chunking
Life Cycle
Weakest Link
Iteration
42. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Constraint
Framing
Comparison
Top- Down Lighting Bias
43. Elements that are similar are perceived to be more related than elements that are dissimilar.
Feedback Loop
Similarity
Von Restorff Effect
Golden Ratio
44. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Symmetry
Inverted Pyramid
Defensible Space
Depth of Processing
45. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Savanna Preference
Similarity
Mapping
46. Memory for recognizing things is better than memory for recalling things.
Five Hat Racks
Immersion
Recognition over recall
Baby-Face Bias
47. 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.
Good Continuation
Constancy
Redundancy
Baby-Face Bias
48. A process in which similar characteristics evolve independently in multiple systems.
Iconic Representation
Convergence
Mapping
Picture Superiority Effect
49. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Mental Model
Fitts' Law
Inverted Pyramid
50. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Threat detection
Entry Point
Placebo effect
Rule of Thirds