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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. People understand and interact with systems and environments based on mental representations developed from experience.
Feedback Loop
Mental Model
Convergence
Life Cycle
2. Patients experience treatment effects based on their belief that a treatment will work.
Factor of Safety
Cognitive Dissonance
Placebo effect
Consistency
3. 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.
Uncertainty Principle
Development Cycle
Readability
Good Continuation
4. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Highlighting
Exposure Effect
Defensible Space
5. 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
Good Continuation
Mnemonic Device
Redundancy
6. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Expectation Effect
Pygmalion Effect
Defensible Space
7. A property in which a form is made up of parts similar to the whole or to one another.
Chunking
Self- similarity
Defensible Space
Shaping
8. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Constancy
Von Restorff Effect
Figure-Ground Relationship
Closure
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Most Average Facial Appearance Effect
Rosenthal Effect
Top- Down Lighting Bias
Life Cycle
10. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
80/20 Rule
Performance Load
Alignment
Rule of Thirds
11. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Self- similarity
Inverted Pyramid
Waist to Hip Ratio
Satisficing
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Pygmalion Effect
Constraint
Inverted Pyramid
Defensible Space
13. An original model on which something is patterned
Common Fate
Hierarchy of Needs (Design)
Development Cycle
Archetype
14. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Self- similarity
Placebo effect
Exposure Effect
Gutenberg Diagram
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Symmetry
Classical Conditioning
Weakest Link
Attractiveness Bias
16. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Hierarchy
Prospect-Refuge
Redundancy
Uncertainty Principle
17. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Satisficing
Hick's Law
Control
18. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Ockham's Razor
Modularity
Satisficing
Cognitive Dissonance
19. The quality of system output is dependent on the quality of system input.
Wayfinding
Structural Forms
Comparison
Garbage In - Garbage Out
20. 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.
Operant Conditioning
Mimicry
Feedback Loop
Expectation Effect
21. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
22. 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.
Control
Feedback Loop
Serial Position Effects
Hierarchy of Needs (Design)
23. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Cognitive Dissonance
Confirmation
Weakest Link
Redundancy
24. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Face- ism Ratio
Exposure Effect
Entry Point
25. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Signal- to- Noise Ratio
Mimicry
Garbage In - Garbage Out
26. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Picture Superiority Effect
Uniform Connectedness
Accessibility
27. 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.
Affordance
Uncertainty Principle
Scaling Fallacy
Savanna Preference
28. A process of repeating a set of operation until a specific result is achieved.
Classical Conditioning
Weakest Link
Entry Point
Iteration
29. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Rosenthal Effect
Three- Dimensional Projection
Prototyping
30. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Symmetry
Defensible Space
Attractiveness Bias
Forgiveness
31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Orientation Sensitivity
Satisficing
Uniform Connectedness
Golden Ratio
32. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Closure
Redundancy
Prospect-Refuge
Form Follows Function
33. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Placebo effect
Hick's Law
Highlighting
Development Cycle
34. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Comparison
Mimicry
Shaping
Life Cycle
35. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Structural Forms
Operant Conditioning
Law of Pragnanz
Entry Point
36. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Iteration
Defensible Space
Baby-Face Bias
Immersion
37. Elements that are similar are perceived to be more related than elements that are dissimilar.
Placebo effect
Similarity
Self- similarity
Fibonacci Sequence
38. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Highlighting
Uncertainty Principle
Factor of Safety
Redundancy
39. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Maslow's Hierarchy of Needs
Alignment
Ockham's Razor
Halo Effect
40. 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
Development Cycle
Mimicry
Common Fate
Wayfinding
41. Memory for recognizing things is better than memory for recalling things.
Signal- to- Noise Ratio
Weakest Link
Hierarchy of Needs (Design)
Recognition over recall
42. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Halo Effect
Mimicry
Performance Load
Depth of Processing
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Errors
Threat detection
Control
Shaping
44. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Performance vs. Preference
Hierarchy of Needs (Design)
Alignment
45. A property of visual equivalence among elements in a form.
Shaping
Symmetry
Comparison
Factor of Safety
46. 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
Errors
Top- Down Lighting Bias
Chunking
47. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Five Hat Racks
Errors
Prototyping
Immersion
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Performance Load
Placebo effect
Operant Conditioning
Figure-Ground Relationship
49. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Chunking
Mental Model
Picture Superiority Effect
Fitts' Law
50. The time it takes to make a decision increases as the number of alternatives increases.