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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 attribute of an object that allows people to intuitively know how to use it
Forgiveness
Mnemonic Device
Picture Superiority Effect
Affordance
2. The use of pictorial images to improve the recognition and recall of signs and controls.
Von Restorff Effect
Iconic Representation
Weakest Link
Confirmation
3. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Hierarchy
Shaping
Performance Load
Pygmalion Effect
4. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Similarity
Form Follows Function
Shaping
Interference Effects
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Development Cycle
Rule of Thirds
Law of Pragnanz
Flexibility-Usability Tradeoff
6. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Halo Effect
Affordance
Hierarchy
Symmetry
7. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Constraint
Highlighting
Recognition over recall
Exposure Effect
8. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Serial Position Effects
Comparison
Ockham's Razor
Classical Conditioning
9. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Recognition over recall
Demand Characteristics
Face- ism Ratio
Life Cycle
10. 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.
Placebo effect
Uniform Connectedness
Satisficing
Feedback Loop
11. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Constraint
Hierarchy of Needs (Design)
Symmetry
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Accessibility
Confirmation
Framing
13. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Convergence
Life Cycle
Mimicry
Interference Effects
14. Pictures are remembered better than words.
Constraint
Picture Superiority Effect
Fibonacci Sequence
Self- similarity
15. 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.
Fitts' Law
Golden Ratio
Good Continuation
Feedback Loop
16. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Performance Load
Weakest Link
Control
Mapping
17. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Mental Model
Signal- to- Noise Ratio
Gutenberg Diagram
18. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Mental Model
Structural Forms
Gutenberg Diagram
19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Face- ism Ratio
Fitts' Law
Progressive Disclosure
Exposure Effect
20. Elements that are similar are perceived to be more related than elements that are dissimilar.
Halo Effect
Similarity
Symmetry
Redundancy
21. An action or ommission of action yielding an unintended result.
Serial Position Effects
Confirmation
Immersion
Errors
22. A property of visual equivalence among elements in a form.
Closure
Figure-Ground Relationship
Signal- to- Noise Ratio
Symmetry
23. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Confirmation
Constancy
Errors
Normal Distribution
24. A process in which similar characteristics evolve independently in multiple systems.
Framing
Placebo effect
Convergence
Storytelling
25. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Progressive Disclosure
Uncertainty Principle
Proximity
Errors
26. 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.)
Normal Distribution
Demand Characteristics
Von Restorff Effect
Expectation Effect
27. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Redundancy
Inverted Pyramid
Hierarchy
Prototyping
28. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Demand Characteristics
Uniform Connectedness
Good Continuation
29. Memory for recognizing things is better than memory for recalling things.
Entry Point
Storytelling
Recognition over recall
Mapping
30. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Von Restorff Effect
Halo Effect
Redundancy
31. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Defensible Space
Attractiveness Bias
Highlighting
32. 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?)
Modularity
Constancy
Life Cycle
Cost-Benefit
33. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Inverted Pyramid
Signal- to- Noise Ratio
Orientation Sensitivity
34. 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)
Depth of Processing
Progressive Disclosure
Constancy
35. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Savanna Preference
Top- Down Lighting Bias
Ockham's Razor
Orientation Sensitivity
36. The process of using spatial and environmental information to navigate to a destination.
Fibonacci Sequence
Wayfinding
Most Average Facial Appearance Effect
Highlighting
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Chunking
80/20 Rule
Structural Forms
Mapping
38. People understand and interact with systems and environments based on mental representations developed from experience.
Performance Load
Mental Model
Three- Dimensional Projection
Framing
39. A technique that influences decision making and judgement by manipulating the way information is presented.
Pygmalion Effect
Framing
Convergence
Scaling Fallacy
40. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Mnemonic Device
Cognitive Dissonance
Defensible Space
Attractiveness Bias
41. 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.
Halo Effect
Savanna Preference
Face- ism Ratio
Placebo effect
42. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Garbage In - Garbage Out
Demand Characteristics
Gutenberg Diagram
Iconic Representation
43. The time required to move to a target is a function of the target size and distance to the target.
44. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Framing
Mnemonic Device
Readability
45. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Orientation Sensitivity
Classical Conditioning
Readability
Visibility
46. Given a choice between functionally equivalent designs - the simplest design should be selected.
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Inverted Pyramid
Hierarchy
80/20 Rule
48. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Affordance
Self- similarity
Waist to Hip Ratio
49. An original model on which something is patterned
Five Hat Racks
Classical Conditioning
Archetype
Performance Load
50. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Fitts' Law
Symmetry
Interference Effects
Signal- to- Noise Ratio