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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.
Defensible Space
Hawthorne Effect
Cost-Benefit
Archetype
2. A property of visual equivalence among elements in a form.
Performance Load
Constraint
Symmetry
Iteration
3. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Legibility
Storytelling
Redundancy
Threat detection
4. The tendency for people to perform better or worse based on the expectations of another.
Affordance
Form Follows Function
Maslow's Hierarchy of Needs
Pygmalion Effect
5. The tendency for people to behave differently when they know they are being studied
80/20 Rule
Weakest Link
Orientation Sensitivity
Hawthorne Effect
6. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Attractiveness Bias
Top- Down Lighting Bias
Feedback Loop
7. An original model on which something is patterned
Consistency
Archetype
Immersion
Structural Forms
8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Weakest Link
Entry Point
Halo Effect
Demand Characteristics
9. Patients experience treatment effects based on their belief that a treatment will work.
Hierarchy
Placebo effect
Uncertainty Principle
Life Cycle
10. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Constancy
Mimicry
Rule of Thirds
Fibonacci Sequence
11. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Golden Ratio
Forgiveness
Most Average Facial Appearance Effect
Face- ism Ratio
12. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Cost-Benefit
Expectation Effect
Legibility
Mapping
13. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Readability
Operant Conditioning
Symmetry
Chunking
14. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Closure
Performance vs. Preference
Gutenberg Diagram
Prototyping
15. An action or ommission of action yielding an unintended result.
Errors
Iteration
Operant Conditioning
Proximity
16. A process of repeating a set of operation until a specific result is achieved.
Operant Conditioning
Iteration
Wayfinding
Structural Forms
17. A property in which a form is made up of parts similar to the whole or to one another.
Prospect-Refuge
Self- similarity
Defensible Space
Storytelling
18. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Progressive Disclosure
Structural Forms
Layering
Depth of Processing
19. 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.
Mapping
Serial Position Effects
Picture Superiority Effect
Performance vs. Preference
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Fibonacci Sequence
Entry Point
Cognitive Dissonance
Ockham's Razor
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Signal- to- Noise Ratio
Prospect-Refuge
Alignment
Most Average Facial Appearance Effect
22. Teachers treat students differently based on their expectations of how students will perform.
Recognition over recall
Baby-Face Bias
Rosenthal Effect
Threat detection
23. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Performance Load
Inverted Pyramid
Hierarchy
Pygmalion Effect
24. Given a choice between functionally equivalent designs - the simplest design should be selected.
25. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
80/20 Rule
Signal- to- Noise Ratio
Entry Point
Common Fate
26. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Serial Position Effects
Weakest Link
Law of Pragnanz
27. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Hierarchy
Hawthorne Effect
Gutenberg Diagram
28. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Iconic Representation
Progressive Disclosure
Control
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Ockham's Razor
Fitts' Law
Framing
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.
Golden Ratio
Mnemonic Device
Mapping
Wayfinding
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Baby-Face Bias
Cost-Benefit
Signal- to- Noise Ratio
32. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Development Cycle
Uncertainty Principle
Baby-Face Bias
33. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mnemonic Device
Mimicry
Alignment
Constraint
34. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Expectation Effect
Forgiveness
Visibility
Highlighting
35. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Rule of Thirds
Shaping
Consistency
Garbage In - Garbage Out
36. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Mnemonic Device
Iteration
Layering
Figure-Ground Relationship
37. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Modularity
Demand Characteristics
Framing
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Satisficing
Performance Load
Operant Conditioning
39. 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
Orientation Sensitivity
Normal Distribution
Hierarchy
40. Pictures are remembered better than words.
Inverted Pyramid
Hick's Law
Development Cycle
Picture Superiority Effect
41. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Signal- to- Noise Ratio
Proximity
Performance Load
Scaling Fallacy
42. The relative ease with which a destination - idea - or concept may be reached.
Cost-Benefit
Entry Point
Signal- to- Noise Ratio
Accessibility
43. 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.
Fibonacci Sequence
Iteration
Hierarchy of Needs (Design)
Expectation Effect
44. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hierarchy
Weakest Link
Orientation Sensitivity
Layering
45. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Similarity
Mapping
Golden Ratio
46. 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.
Exposure Effect
Maslow's Hierarchy of Needs
Closure
Good Continuation
47. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Maslow's Hierarchy of Needs
Hick's Law
Halo Effect
Baby-Face Bias
48. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Fibonacci Sequence
Alignment
Affordance
Closure
49. 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
Storytelling
Entry Point
Development Cycle
50. The time it takes to make a decision increases as the number of alternatives increases.