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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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Affordance
Storytelling
Similarity
Shaping
2. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Attractiveness Bias
Threat detection
Law of Pragnanz
3. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mental Model
Errors
Iconic Representation
Normal Distribution
4. 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
Confirmation
Law of Pragnanz
Uniform Connectedness
5. Given a choice between functionally equivalent designs - the simplest design should be selected.
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6. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Progressive Disclosure
Expectation Effect
Prototyping
Chunking
7. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Three- Dimensional Projection
Forgiveness
Control
Serial Position Effects
8. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Proximity
Three- Dimensional Projection
Prospect-Refuge
Prototyping
9. 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.
Baby-Face Bias
Mimicry
Savanna Preference
Immersion
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Defensible Space
Shaping
Archetype
11. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Prototyping
Iteration
Von Restorff Effect
12. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Demand Characteristics
Hierarchy of Needs (Design)
Weakest Link
Rule of Thirds
13. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Cognitive Dissonance
Waist to Hip Ratio
Convergence
14. Elements that are close together are percieved to be more related than elements that are farther apart.
Hierarchy of Needs (Design)
Attractiveness Bias
Interference Effects
Proximity
15. The tendency for people to behave differently when they know they are being studied
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Hawthorne Effect
Control
16. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Accessibility
Demand Characteristics
Shaping
Hawthorne Effect
17. A method of limiting the actions that can be performed on a system.
Defensible Space
Entry Point
Constraint
Picture Superiority Effect
18. 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
Orientation Sensitivity
Recognition over recall
Mental Model
19. 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.
Rule of Thirds
Modularity
Good Continuation
Wayfinding
20. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Three- Dimensional Projection
Factor of Safety
Operant Conditioning
Threat detection
21. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Hawthorne Effect
Entry Point
Shaping
22. 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.
Waist to Hip Ratio
Wayfinding
Expectation Effect
Mapping
23. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Serial Position Effects
Prospect-Refuge
Progressive Disclosure
24. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Ockham's Razor
Progressive Disclosure
Immersion
25. 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)
Weakest Link
Structural Forms
Threat detection
26. People understand and interact with systems and environments based on mental representations developed from experience.
Factor of Safety
Pygmalion Effect
Classical Conditioning
Mental Model
27. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Feedback Loop
Normal Distribution
Convergence
Factor of Safety
28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Rule of Thirds
Mimicry
Framing
29. The time it takes to make a decision increases as the number of alternatives increases.
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30. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Wayfinding
Garbage In - Garbage Out
Three- Dimensional Projection
Structural Forms
31. Pictures are remembered better than words.
Immersion
Picture Superiority Effect
Redundancy
Life Cycle
32. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Uncertainty Principle
Picture Superiority Effect
Weakest Link
33. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Immersion
Confirmation
Consistency
Iconic Representation
34. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Halo Effect
Prospect-Refuge
Depth of Processing
80/20 Rule
35. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Interference Effects
Flexibility-Usability Tradeoff
Layering
Law of Pragnanz
36. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Hick's Law
Garbage In - Garbage Out
Constraint
Von Restorff Effect
37. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Convergence
Garbage In - Garbage Out
Rule of Thirds
38. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Form Follows Function
Prospect-Refuge
Feedback Loop
39. The process of using spatial and environmental information to navigate to a destination.
Mental Model
Wayfinding
Three- Dimensional Projection
Signal- to- Noise Ratio
40. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Confirmation
Satisficing
Errors
Shaping
41. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Forgiveness
Wayfinding
Uniform Connectedness
Storytelling
42. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Three- Dimensional Projection
Chunking
Signal- to- Noise Ratio
Savanna Preference
43. The quality of system output is dependent on the quality of system input.
Cost-Benefit
Defensible Space
Garbage In - Garbage Out
Constancy
44. The use of pictorial images to improve the recognition and recall of signs and controls.
Ockham's Razor
Iconic Representation
Most Average Facial Appearance Effect
Cognitive Dissonance
45. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Structural Forms
Performance Load
Von Restorff Effect
Gutenberg Diagram
46. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Hick's Law
Flexibility-Usability Tradeoff
Entry Point
Attractiveness Bias
47. 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.
Chunking
Law of Pragnanz
Shaping
Recognition over recall
48. The relative ease with which a destination - idea - or concept may be reached.
Figure-Ground Relationship
Accessibility
Orientation Sensitivity
Hawthorne Effect
49. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Fitts' Law
80/20 Rule
Interference Effects
Savanna Preference
50. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Rosenthal Effect
Immersion
Mnemonic Device
Prototyping