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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 method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hierarchy of Needs (Design)
Comparison
Alignment
Mapping
2. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Redundancy
Most Average Facial Appearance Effect
Expectation Effect
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Hawthorne Effect
Layering
Similarity
Errors
4. Given a choice between functionally equivalent designs - the simplest design should be selected.
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5. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prototyping
Face- ism Ratio
Normal Distribution
Prospect-Refuge
6. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Readability
Shaping
Von Restorff Effect
Orientation Sensitivity
7. 80% of the effects generated by any large system are caused by 20% of the variables.
Operant Conditioning
Form Follows Function
80/20 Rule
Picture Superiority Effect
8. Elements that are close together are percieved to be more related than elements that are farther apart.
Readability
Proximity
Inverted Pyramid
Five Hat Racks
9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Five Hat Racks
Most Average Facial Appearance Effect
Similarity
Symmetry
10. 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
Normal Distribution
Closure
Maslow's Hierarchy of Needs
11. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Mental Model
Closure
Development Cycle
Five Hat Racks
12. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Comparison
Savanna Preference
Performance Load
Threat detection
13. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Expectation Effect
Good Continuation
Weakest Link
Mimicry
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Alignment
Structural Forms
Convergence
Hierarchy of Needs (Design)
15. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Cognitive Dissonance
Law of Pragnanz
Exposure Effect
16. People understand and interact with systems and environments based on mental representations developed from experience.
Classical Conditioning
Mental Model
Figure-Ground Relationship
Mapping
17. The usability of a system is improved when similar parts are expressed in similar ways.
Shaping
Constraint
Attractiveness Bias
Consistency
18. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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19. The tendency for people to perform better or worse based on the expectations of another.
Symmetry
Pygmalion Effect
Feedback Loop
Chunking
20. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Halo Effect
Shaping
Scaling Fallacy
Confirmation
21. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Law of Pragnanz
Uncertainty Principle
Scaling Fallacy
Demand Characteristics
22. An action or ommission of action yielding an unintended result.
Hierarchy
Three- Dimensional Projection
Errors
Satisficing
23. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Interference Effects
Face- ism Ratio
Errors
Mnemonic Device
24. 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.
Performance Load
Immersion
Savanna Preference
Mapping
25. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Prototyping
Performance vs. Preference
Three- Dimensional Projection
26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Hawthorne Effect
Confirmation
Weakest Link
Forgiveness
27. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Form Follows Function
Picture Superiority Effect
Cognitive Dissonance
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Recognition over recall
Redundancy
Constraint
Interference Effects
29. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Chunking
Face- ism Ratio
Form Follows Function
Mnemonic Device
30. Teachers treat students differently based on their expectations of how students will perform.
Redundancy
Forgiveness
Progressive Disclosure
Rosenthal Effect
31. A property of visual equivalence among elements in a form.
Symmetry
Archetype
Exposure Effect
Errors
32. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Ockham's Razor
Savanna Preference
Uniform Connectedness
Defensible Space
33. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Expectation Effect
Interference Effects
Form Follows Function
Mnemonic Device
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Von Restorff Effect
Three- Dimensional Projection
Readability
35. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Uncertainty Principle
Golden Ratio
Savanna Preference
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Rule of Thirds
Prospect-Refuge
Immersion
Satisficing
37. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Confirmation
Structural Forms
Prototyping
Hierarchy
38. The time required to move to a target is a function of the target size and distance to the target.
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39. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Hick's Law
Affordance
Mental Model
40. A technique for bringing attention to an area of text or image.
Comparison
Highlighting
Confirmation
Common Fate
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
80/20 Rule
Accessibility
Halo Effect
Highlighting
42. As the flexiblity of a system increases - its usability decreases.
Errors
Picture Superiority Effect
Flexibility-Usability Tradeoff
Convergence
43. 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.
Constancy
Chunking
Consistency
Fibonacci Sequence
44. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Attractiveness Bias
Classical Conditioning
Halo Effect
Legibility
45. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Classical Conditioning
Recognition over recall
Symmetry
46. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Control
Attractiveness Bias
Immersion
47. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Waist to Hip Ratio
Storytelling
Recognition over recall
Control
48. 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.
Consistency
Hierarchy of Needs (Design)
Prototyping
Proximity
49. A ratio within the elements of a form - such as height to width - approximating 0.618.
Self- similarity
Prototyping
Golden Ratio
Modularity
50. Pictures are remembered better than words.
Symmetry
Alignment
Feedback Loop
Picture Superiority Effect