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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. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Performance vs. Preference
Savanna Preference
Alignment
Three- Dimensional Projection
2. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Closure
Exposure Effect
Comparison
3. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Forgiveness
Fibonacci Sequence
Demand Characteristics
Prospect-Refuge
4. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Mnemonic Device
Performance vs. Preference
Hawthorne Effect
Mapping
5. An action or ommission of action yielding an unintended result.
Savanna Preference
Recognition over recall
Placebo effect
Errors
6. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Top- Down Lighting Bias
Rule of Thirds
Modularity
Hierarchy
7. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Immersion
Feedback Loop
Top- Down Lighting Bias
8. 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.
Immersion
Mapping
80/20 Rule
Baby-Face Bias
9. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Consistency
Progressive Disclosure
Attractiveness Bias
Immersion
10. Patients experience treatment effects based on their belief that a treatment will work.
Mnemonic Device
Figure-Ground Relationship
Maslow's Hierarchy of Needs
Placebo effect
11. A process in which similar characteristics evolve independently in multiple systems.
Uncertainty Principle
Accessibility
Convergence
Development Cycle
12. Teachers treat students differently based on their expectations of how students will perform.
Factor of Safety
Rosenthal Effect
Face- ism Ratio
Development Cycle
13. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Hick's Law
Law of Pragnanz
Waist to Hip Ratio
14. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
80/20 Rule
Mapping
Halo Effect
Shaping
15. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Prospect-Refuge
Golden Ratio
Defensible Space
Exposure Effect
16. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Inverted Pyramid
Maslow's Hierarchy of Needs
Savanna Preference
17. A property of visual equivalence among elements in a form.
Symmetry
Wayfinding
Uniform Connectedness
Accessibility
18. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Golden Ratio
Rosenthal Effect
Recognition over recall
Law of Pragnanz
19. 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
Garbage In - Garbage Out
Modularity
Affordance
Common Fate
20. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Iconic Representation
Immersion
Similarity
Hierarchy
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Uncertainty Principle
Operant Conditioning
Hierarchy
Recognition over recall
22. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Feedback Loop
Form Follows Function
Ockham's Razor
23. 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.
Savanna Preference
Garbage In - Garbage Out
80/20 Rule
Prospect-Refuge
24. 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.
Hierarchy of Needs (Design)
Serial Position Effects
Satisficing
Cost-Benefit
25. 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
Self- similarity
Performance vs. Preference
Feedback Loop
26. The tendency for people to behave differently when they know they are being studied
Five Hat Racks
Normal Distribution
Exposure Effect
Hawthorne Effect
27. 80% of the effects generated by any large system are caused by 20% of the variables.
Structural Forms
Archetype
80/20 Rule
Constraint
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Operant Conditioning
Interference Effects
Consistency
Von Restorff Effect
29. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Cost-Benefit
Alignment
Redundancy
Uniform Connectedness
30. The relative ease with which a destination - idea - or concept may be reached.
Operant Conditioning
Constancy
Factor of Safety
Accessibility
31. 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
Iconic Representation
Performance Load
Depth of Processing
32. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
80/20 Rule
Convergence
Most Average Facial Appearance Effect
Von Restorff Effect
33. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Scaling Fallacy
Recognition over recall
Forgiveness
Proximity
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Forgiveness
Readability
Threat detection
80/20 Rule
35. 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
Forgiveness
Entry Point
Five Hat Racks
36. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Savanna Preference
Life Cycle
Most Average Facial Appearance Effect
Storytelling
37. The time required to move to a target is a function of the target size and distance to the target.
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38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Constancy
Demand Characteristics
Framing
Feedback Loop
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Performance vs. Preference
Pygmalion Effect
Cost-Benefit
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Hawthorne Effect
Prospect-Refuge
Legibility
Confirmation
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Development Cycle
Exposure Effect
Hawthorne Effect
42. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Highlighting
Life Cycle
Comparison
Threat detection
43. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Halo Effect
Form Follows Function
Structural Forms
Framing
44. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Uncertainty Principle
Picture Superiority Effect
Placebo effect
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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46. A method of limiting the actions that can be performed on a system.
Alignment
Von Restorff Effect
Wayfinding
Constraint
47. A technique for bringing attention to an area of text or image.
Highlighting
Common Fate
Fibonacci Sequence
Layering
48. A sequence of numbers in which each number is the sum of the preceding two.
Hierarchy of Needs (Design)
Garbage In - Garbage Out
Readability
Fibonacci Sequence
49. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Three- Dimensional Projection
Entry Point
Confirmation
Good Continuation
50. An original model on which something is patterned
Control
Archetype
Law of Pragnanz
Structural Forms