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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. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Proximity
Mapping
Weakest Link
2. The usability of a system is improved when similar parts are expressed in similar ways.
Structural Forms
Affordance
Mapping
Consistency
3. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Expectation Effect
Garbage In - Garbage Out
Development Cycle
Defensible Space
4. The use of pictorial images to improve the recognition and recall of signs and controls.
Constraint
Iconic Representation
Performance vs. Preference
Prospect-Refuge
5. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Good Continuation
Defensible Space
Attractiveness Bias
80/20 Rule
6. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Normal Distribution
Proximity
Uncertainty Principle
7. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Top- Down Lighting Bias
Accessibility
Prototyping
8. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Expectation Effect
Inverted Pyramid
Picture Superiority Effect
Fibonacci Sequence
9. A method of limiting the actions that can be performed on a system.
Constraint
Constancy
Golden Ratio
Iconic Representation
10. A process of repeating a set of operation until a specific result is achieved.
Convergence
Most Average Facial Appearance Effect
Iteration
Inverted Pyramid
11. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Feedback Loop
Waist to Hip Ratio
Affordance
Chunking
12. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Redundancy
Closure
Immersion
Modularity
13. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Progressive Disclosure
Comparison
Pygmalion Effect
Normal Distribution
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.
Errors
Good Continuation
80/20 Rule
Confirmation
15. A tendency to see objects and patterns as 3D when certain visual cues are present.
Demand Characteristics
Hick's Law
Interference Effects
Three- Dimensional Projection
16. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Prospect-Refuge
Wayfinding
Confirmation
Picture Superiority Effect
17. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Cost-Benefit
Hawthorne Effect
Form Follows Function
Prospect-Refuge
18. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Threat detection
Immersion
Confirmation
Redundancy
19. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Self- similarity
Factor of Safety
Halo Effect
Framing
20. Given a choice between functionally equivalent designs - the simplest design should be selected.
21. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Mental Model
Entry Point
Prototyping
Iconic Representation
22. As the flexiblity of a system increases - its usability decreases.
Operant Conditioning
Flexibility-Usability Tradeoff
Most Average Facial Appearance Effect
Comparison
23. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Savanna Preference
Layering
Constancy
Uniform Connectedness
24. The time it takes to make a decision increases as the number of alternatives increases.
25. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Archetype
Expectation Effect
Gutenberg Diagram
Form Follows Function
26. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Control
Performance Load
Threat detection
27. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Placebo effect
Shaping
Classical Conditioning
Halo Effect
28. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Pygmalion Effect
Baby-Face Bias
Good Continuation
29. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Figure-Ground Relationship
Performance Load
Exposure Effect
30. 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.
Classical Conditioning
Rule of Thirds
Hierarchy of Needs (Design)
Weakest Link
31. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Alignment
Hierarchy of Needs (Design)
Uniform Connectedness
32. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Signal- to- Noise Ratio
Layering
Good Continuation
Factor of Safety
33. A property in which a form is made up of parts similar to the whole or to one another.
Expectation Effect
Self- similarity
Three- Dimensional Projection
Five Hat Racks
34. 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.
Defensible Space
Feedback Loop
Cost-Benefit
Uncertainty Principle
35. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Ockham's Razor
Garbage In - Garbage Out
Face- ism Ratio
Framing
36. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Framing
Cognitive Dissonance
Rosenthal Effect
Five Hat Racks
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Legibility
Mapping
Mimicry
Life Cycle
38. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Face- ism Ratio
Control
Entry Point
80/20 Rule
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Redundancy
Convergence
Scaling Fallacy
Closure
40. The time required to move to a target is a function of the target size and distance to the target.
41. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Symmetry
Development Cycle
Good Continuation
42. A technique that influences decision making and judgement by manipulating the way information is presented.
Mental Model
Serial Position Effects
Framing
Prototyping
43. An original model on which something is patterned
Readability
Mnemonic Device
Archetype
Constraint
44. The debgree to which prose can be understood - based on the complexity of words and sentences.
Maslow's Hierarchy of Needs
Redundancy
Readability
Interference Effects
45. Memory for recognizing things is better than memory for recalling things.
Constancy
Recognition over recall
Halo Effect
Operant Conditioning
46. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Demand Characteristics
Operant Conditioning
Depth of Processing
Golden Ratio
47. 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
Form Follows Function
Development Cycle
Rule of Thirds
48. 80% of the effects generated by any large system are caused by 20% of the variables.
Layering
Hick's Law
80/20 Rule
Most Average Facial Appearance Effect
49. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Hierarchy of Needs (Design)
Depth of Processing
Mnemonic Device
Figure-Ground Relationship
50. 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
Face- ism Ratio
Common Fate
Performance vs. Preference
Placebo effect