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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 space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Fibonacci Sequence
Self- similarity
Uniform Connectedness
Defensible Space
2. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Von Restorff Effect
Forgiveness
Normal Distribution
Signal- to- Noise Ratio
3. An attribute of an object that allows people to intuitively know how to use it
Maslow's Hierarchy of Needs
Storytelling
Affordance
Serial Position Effects
4. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Storytelling
Pygmalion Effect
Von Restorff Effect
Uncertainty Principle
5. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Visibility
Accessibility
Control
Factor of Safety
6. The time required to move to a target is a function of the target size and distance to the target.
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7. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Satisficing
Uncertainty Principle
Proximity
8. Memory for recognizing things is better than memory for recalling things.
Serial Position Effects
Good Continuation
Recognition over recall
Development Cycle
9. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Orientation Sensitivity
80/20 Rule
Immersion
Most Average Facial Appearance Effect
10. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Comparison
Hierarchy
Ockham's Razor
11. 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
Layering
Development Cycle
Picture Superiority Effect
12. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Consistency
Face- ism Ratio
Forgiveness
Prototyping
13. A sequence of numbers in which each number is the sum of the preceding two.
Life Cycle
Fibonacci Sequence
Archetype
Placebo effect
14. Teachers treat students differently based on their expectations of how students will perform.
Immersion
Top- Down Lighting Bias
Cognitive Dissonance
Rosenthal Effect
15. The time it takes to make a decision increases as the number of alternatives increases.
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16. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Development Cycle
Demand Characteristics
Top- Down Lighting Bias
17. Patients experience treatment effects based on their belief that a treatment will work.
Exposure Effect
Orientation Sensitivity
Placebo effect
Consistency
18. A process of repeating a set of operation until a specific result is achieved.
Face- ism Ratio
Iteration
Accessibility
Fibonacci Sequence
19. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Uncertainty Principle
Wayfinding
Performance vs. Preference
Mental Model
20. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Common Fate
Comparison
Alignment
Visibility
21. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Chunking
Satisficing
Flexibility-Usability Tradeoff
22. A property in which a form is made up of parts similar to the whole or to one another.
Cognitive Dissonance
Defensible Space
Self- similarity
Mnemonic Device
23. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Von Restorff Effect
Factor of Safety
Forgiveness
Storytelling
24. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Figure-Ground Relationship
Development Cycle
Performance Load
Cost-Benefit
25. 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.
Framing
Chunking
Similarity
Redundancy
26. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Rosenthal Effect
Pygmalion Effect
Accessibility
Interference Effects
27. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Confirmation
Uniform Connectedness
Interference Effects
28. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Hick's Law
Errors
Classical Conditioning
Factor of Safety
29. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Savanna Preference
Convergence
Scaling Fallacy
30. 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.
Development Cycle
Face- ism Ratio
Iteration
Mapping
31. People understand and interact with systems and environments based on mental representations developed from experience.
Most Average Facial Appearance Effect
Hierarchy of Needs (Design)
Inverted Pyramid
Mental Model
32. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Forgiveness
Mental Model
Prospect-Refuge
33. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Ockham's Razor
Face- ism Ratio
Shaping
Rule of Thirds
34. An action or ommission of action yielding an unintended result.
Recognition over recall
Rosenthal Effect
Similarity
Errors
35. A method of limiting the actions that can be performed on a system.
Mnemonic Device
Modularity
Constraint
Mimicry
36. Pictures are remembered better than words.
Savanna Preference
Picture Superiority Effect
Five Hat Racks
Mapping
37. The tendency for people to behave differently when they know they are being studied
Convergence
Hawthorne Effect
Pygmalion Effect
Life Cycle
38. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Forgiveness
Uncertainty Principle
Self- similarity
Chunking
40. The usability of a system is improved when similar parts are expressed in similar ways.
Rosenthal Effect
Uniform Connectedness
Expectation Effect
Consistency
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Modularity
Legibility
Operant Conditioning
42. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Serial Position Effects
Storytelling
Mimicry
43. A process in which similar characteristics evolve independently in multiple systems.
Fibonacci Sequence
Satisficing
Three- Dimensional Projection
Convergence
44. The usability of a system is improved when its status and methods of use are clearly visible.
Hick's Law
Visibility
Uniform Connectedness
Demand Characteristics
45. The relative ease with which a destination - idea - or concept may be reached.
Alignment
Prospect-Refuge
Savanna Preference
Accessibility
46. 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.
Shaping
Serial Position Effects
Attractiveness Bias
Framing
47. The use of pictorial images to improve the recognition and recall of signs and controls.
Performance Load
Iconic Representation
Control
Waist to Hip Ratio
48. 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?)
Cost-Benefit
Mnemonic Device
Hawthorne Effect
Confirmation
49. 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.
Recognition over recall
Structural Forms
Savanna Preference
Operant Conditioning
50. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Serial Position Effects
Halo Effect
Mimicry
Comparison