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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. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Maslow's Hierarchy of Needs
Shaping
Exposure Effect
Forgiveness
2. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Iteration
Convergence
Modularity
3. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Picture Superiority Effect
Readability
Modularity
4. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Interference Effects
Form Follows Function
Immersion
Garbage In - Garbage Out
5. The use of pictorial images to improve the recognition and recall of signs and controls.
Factor of Safety
Top- Down Lighting Bias
Iconic Representation
Recognition over recall
6. 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
Threat detection
Top- Down Lighting Bias
Golden Ratio
7. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Picture Superiority Effect
Pygmalion Effect
Shaping
Immersion
8. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Errors
Rosenthal Effect
Hierarchy of Needs (Design)
9. As the flexiblity of a system increases - its usability decreases.
Chunking
Top- Down Lighting Bias
Comparison
Flexibility-Usability Tradeoff
10. 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.
Figure-Ground Relationship
Hawthorne Effect
Feedback Loop
Shaping
11. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mimicry
Archetype
Prospect-Refuge
Threat detection
12. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Self- similarity
Recognition over recall
Top- Down Lighting Bias
Entry Point
13. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Life Cycle
Confirmation
80/20 Rule
Gutenberg Diagram
14. 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.
Satisficing
Demand Characteristics
Comparison
Good Continuation
15. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Highlighting
Control
Prototyping
Weakest Link
16. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Defensible Space
Similarity
Face- ism Ratio
Most Average Facial Appearance Effect
17. A property in which a form is made up of parts similar to the whole or to one another.
Archetype
Orientation Sensitivity
Modularity
Self- similarity
18. 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.
Structural Forms
Chunking
Form Follows Function
Hierarchy of Needs (Design)
19. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Life Cycle
Mimicry
Constancy
Archetype
20. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Flexibility-Usability Tradeoff
Mental Model
Satisficing
Weakest Link
21. A process in which similar characteristics evolve independently in multiple systems.
Life Cycle
Exposure Effect
Convergence
Self- similarity
22. A ratio within the elements of a form - such as height to width - approximating 0.618.
Halo Effect
Golden Ratio
Ockham's Razor
Orientation Sensitivity
23. A technique for bringing attention to an area of text or image.
Gutenberg Diagram
Highlighting
Hierarchy of Needs (Design)
Three- Dimensional Projection
24. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Mapping
Ockham's Razor
Hick's Law
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Factor of Safety
Demand Characteristics
Wayfinding
Good Continuation
26. 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.
Readability
Savanna Preference
Wayfinding
Satisficing
27. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Mnemonic Device
Satisficing
Mental Model
Operant Conditioning
28. 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
Maslow's Hierarchy of Needs
Demand Characteristics
Modularity
29. Elements that are close together are percieved to be more related than elements that are farther apart.
Fitts' Law
Proximity
Performance Load
Signal- to- Noise Ratio
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Iconic Representation
Satisficing
Progressive Disclosure
31. The debgree to which prose can be understood - based on the complexity of words and sentences.
Immersion
Three- Dimensional Projection
Readability
Life Cycle
32. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Waist to Hip Ratio
Ockham's Razor
Prospect-Refuge
Five Hat Racks
33. An action or ommission of action yielding an unintended result.
Errors
Modularity
Visibility
Legibility
34. The usability of a system is improved when similar parts are expressed in similar ways.
Symmetry
Cognitive Dissonance
Von Restorff Effect
Consistency
35. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Errors
Most Average Facial Appearance Effect
Constancy
Performance vs. Preference
36. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Errors
Cognitive Dissonance
Placebo effect
Accessibility
37. The quality of system output is dependent on the quality of system input.
Fibonacci Sequence
Scaling Fallacy
Most Average Facial Appearance Effect
Garbage In - Garbage Out
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Prototyping
Performance Load
Comparison
Archetype
39. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Fibonacci Sequence
Rosenthal Effect
Highlighting
40. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Performance Load
Prototyping
Gutenberg Diagram
41. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Factor of Safety
Expectation Effect
Forgiveness
Framing
42. The tendency for people to behave differently when they know they are being studied
Iconic Representation
Three- Dimensional Projection
Hawthorne Effect
Self- similarity
43. A sequence of numbers in which each number is the sum of the preceding two.
Redundancy
Accessibility
Fibonacci Sequence
Archetype
44. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Constraint
Progressive Disclosure
Figure-Ground Relationship
Development Cycle
45. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Proximity
Classical Conditioning
Savanna Preference
Interference Effects
46. 80% of the effects generated by any large system are caused by 20% of the variables.
Threat detection
80/20 Rule
Symmetry
Gutenberg Diagram
47. 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?)
Prototyping
Maslow's Hierarchy of Needs
Interference Effects
Cost-Benefit
48. 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.
Progressive Disclosure
Chunking
Comparison
Rule of Thirds
49. Given a choice between functionally equivalent designs - the simplest design should be selected.
50. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Proximity
Development Cycle
Good Continuation
Immersion