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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 phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Scaling Fallacy
Orientation Sensitivity
Hierarchy of Needs (Design)
Uniform Connectedness
2. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Control
Ockham's Razor
Legibility
Hierarchy
3. 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.)
Expectation Effect
Development Cycle
Hick's Law
Uniform Connectedness
4. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Gutenberg Diagram
Layering
Structural Forms
Golden Ratio
5. 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.
Rule of Thirds
Waist to Hip Ratio
Convergence
Picture Superiority Effect
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Alignment
Performance vs. Preference
Law of Pragnanz
Garbage In - Garbage Out
7. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Framing
Cost-Benefit
Entry Point
8. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Storytelling
Progressive Disclosure
Figure-Ground Relationship
9. A technique that influences decision making and judgement by manipulating the way information is presented.
Classical Conditioning
Prospect-Refuge
Framing
Hawthorne Effect
10. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Depth of Processing
Symmetry
Accessibility
Control
11. Given a choice between functionally equivalent designs - the simplest design should be selected.
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12. Memory for recognizing things is better than memory for recalling things.
Factor of Safety
Prospect-Refuge
Good Continuation
Recognition over recall
13. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Confirmation
Depth of Processing
Operant Conditioning
14. An action or ommission of action yielding an unintended result.
Immersion
Performance Load
Errors
Garbage In - Garbage Out
15. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Picture Superiority Effect
Closure
Prospect-Refuge
16. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Errors
Attractiveness Bias
Three- Dimensional Projection
Structural Forms
17. The time required to move to a target is a function of the target size and distance to the target.
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18. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Performance vs. Preference
Hick's Law
Constraint
Modularity
19. As the flexiblity of a system increases - its usability decreases.
Entry Point
Affordance
Symmetry
Flexibility-Usability Tradeoff
20. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Cognitive Dissonance
Wayfinding
Law of Pragnanz
21. 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.
Flexibility-Usability Tradeoff
Feedback Loop
Expectation Effect
Entry Point
22. A property of visual equivalence among elements in a form.
Symmetry
Classical Conditioning
Constraint
Weakest Link
23. 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?)
Proximity
80/20 Rule
Cost-Benefit
Pygmalion Effect
24. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Serial Position Effects
Comparison
80/20 Rule
Three- Dimensional Projection
25. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Fibonacci Sequence
Progressive Disclosure
Face- ism Ratio
Storytelling
26. 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
Maslow's Hierarchy of Needs
Normal Distribution
Confirmation
27. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Performance vs. Preference
Legibility
Garbage In - Garbage Out
28. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Maslow's Hierarchy of Needs
Inverted Pyramid
Halo Effect
Picture Superiority Effect
29. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Visibility
Framing
Immersion
Cognitive Dissonance
30. 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.
Mimicry
Hierarchy of Needs (Design)
Five Hat Racks
Archetype
31. A process in which similar characteristics evolve independently in multiple systems.
Feedback Loop
Convergence
Hawthorne Effect
Cost-Benefit
32. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Mapping
Readability
Framing
33. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Cognitive Dissonance
Hierarchy
Depth of Processing
Life Cycle
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Exposure Effect
Uniform Connectedness
Weakest Link
35. The quality of system output is dependent on the quality of system input.
Control
Readability
Garbage In - Garbage Out
Scaling Fallacy
36. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Hawthorne Effect
Modularity
Rosenthal Effect
Entry Point
37. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Readability
Maslow's Hierarchy of Needs
Constraint
38. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hierarchy of Needs (Design)
Three- Dimensional Projection
Constancy
Signal- to- Noise Ratio
39. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Factor of Safety
Hierarchy
Threat detection
Inverted Pyramid
40. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Progressive Disclosure
Demand Characteristics
Gutenberg Diagram
Expectation Effect
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Interference Effects
Three- Dimensional Projection
Progressive Disclosure
Halo Effect
42. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Affordance
Iconic Representation
Figure-Ground Relationship
43. 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.
Normal Distribution
Good Continuation
Alignment
Interference Effects
44. Pictures are remembered better than words.
Normal Distribution
Iconic Representation
Picture Superiority Effect
Most Average Facial Appearance Effect
45. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Layering
Shaping
Flexibility-Usability Tradeoff
Mimicry
46. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Waist to Hip Ratio
Normal Distribution
Savanna Preference
Von Restorff Effect
47. A property in which a form is made up of parts similar to the whole or to one another.
Progressive Disclosure
Self- similarity
Convergence
Framing
48. 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.
Entry Point
Five Hat Racks
Savanna Preference
Consistency
49. Elements that are similar are perceived to be more related than elements that are dissimilar.
Picture Superiority Effect
Similarity
Scaling Fallacy
Hawthorne Effect
50. A ratio within the elements of a form - such as height to width - approximating 0.618.
Feedback Loop
Golden Ratio
Mapping
Life Cycle