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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. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Mental Model
Development Cycle
Structural Forms
Hierarchy
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Mapping
Attractiveness Bias
Von Restorff Effect
Weakest Link
3. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Waist to Hip Ratio
Consistency
Mental Model
Constancy
4. The process of using spatial and environmental information to navigate to a destination.
Most Average Facial Appearance Effect
Hick's Law
Scaling Fallacy
Wayfinding
5. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Proximity
Fitts' Law
Satisficing
Hick's Law
6. A property in which a form is made up of parts similar to the whole or to one another.
Immersion
Convergence
Self- similarity
Expectation Effect
7. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Classical Conditioning
Mapping
80/20 Rule
8. The time it takes to make a decision increases as the number of alternatives increases.
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9. As the flexiblity of a system increases - its usability decreases.
Entry Point
Flexibility-Usability Tradeoff
Classical Conditioning
Errors
10. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Flexibility-Usability Tradeoff
Defensible Space
Threat detection
11. 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
Accessibility
Face- ism Ratio
Flexibility-Usability Tradeoff
12. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Von Restorff Effect
Framing
Immersion
Ockham's Razor
13. A sequence of numbers in which each number is the sum of the preceding two.
Pygmalion Effect
Uniform Connectedness
Serial Position Effects
Fibonacci Sequence
14. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Control
Storytelling
Good Continuation
Von Restorff Effect
15. A process in which similar characteristics evolve independently in multiple systems.
Signal- to- Noise Ratio
Framing
Convergence
Mnemonic Device
16. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Picture Superiority Effect
Performance Load
Classical Conditioning
Waist to Hip Ratio
17. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Mapping
Pygmalion Effect
Rosenthal Effect
18. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Inverted Pyramid
Flexibility-Usability Tradeoff
Golden Ratio
Interference Effects
19. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Readability
Five Hat Racks
Orientation Sensitivity
20. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Life Cycle
Hawthorne Effect
Prototyping
Classical Conditioning
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Iteration
Confirmation
Performance vs. Preference
Weakest Link
22. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Threat detection
Rosenthal Effect
Hierarchy of Needs (Design)
23. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Modularity
Affordance
Defensible Space
Halo Effect
24. 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.
Prototyping
Golden Ratio
Highlighting
Good Continuation
25. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Threat detection
Savanna Preference
Satisficing
26. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Proximity
Cost-Benefit
Top- Down Lighting Bias
Classical Conditioning
27. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Face- ism Ratio
Fibonacci Sequence
Modularity
Garbage In - Garbage Out
28. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Hierarchy of Needs (Design)
Layering
Hawthorne Effect
Closure
29. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Halo Effect
Control
Placebo effect
Accessibility
30. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Pygmalion Effect
Mapping
Baby-Face Bias
Common Fate
31. A process of repeating a set of operation until a specific result is achieved.
Constraint
Mnemonic Device
Iteration
Alignment
32. Given a choice between functionally equivalent designs - the simplest design should be selected.
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33. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Pygmalion Effect
Serial Position Effects
Mapping
Shaping
34. An action or ommission of action yielding an unintended result.
Legibility
Errors
Savanna Preference
Control
35. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Demand Characteristics
Rosenthal Effect
Weakest Link
36. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Cost-Benefit
Mnemonic Device
Performance vs. Preference
Depth of Processing
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. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Inverted Pyramid
Confirmation
Satisficing
Hierarchy
39. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Recognition over recall
Flexibility-Usability Tradeoff
Von Restorff Effect
40. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Golden Ratio
Similarity
Uniform Connectedness
Rule of Thirds
41. 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.
Confirmation
Closure
Hierarchy of Needs (Design)
Halo Effect
42. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Picture Superiority Effect
Errors
Gutenberg Diagram
Demand Characteristics
43. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Cost-Benefit
Good Continuation
Rule of Thirds
Alignment
44. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Serial Position Effects
Progressive Disclosure
Hierarchy
Three- Dimensional Projection
45. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Garbage In - Garbage Out
Recognition over recall
Prototyping
46. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Five Hat Racks
Defensible Space
Hierarchy of Needs (Design)
47. An original model on which something is patterned
Archetype
Face- ism Ratio
Hierarchy
Cost-Benefit
48. Memory for recognizing things is better than memory for recalling things.
Normal Distribution
Recognition over recall
Affordance
Golden Ratio
49. Pictures are remembered better than words.
Demand Characteristics
Picture Superiority Effect
Gutenberg Diagram
Face- ism Ratio
50. A technique for bringing attention to an area of text or image.
Cost-Benefit
Highlighting
Mimicry
Alignment