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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 sequence of numbers in which each number is the sum of the preceding two.
Law of Pragnanz
Fibonacci Sequence
Golden Ratio
Constraint
2. 80% of the effects generated by any large system are caused by 20% of the variables.
Figure-Ground Relationship
Performance Load
Hierarchy
80/20 Rule
3. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Similarity
Placebo effect
Normal Distribution
Legibility
4. Elements that are similar are perceived to be more related than elements that are dissimilar.
Good Continuation
Similarity
Life Cycle
Picture Superiority Effect
5. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Accessibility
Fibonacci Sequence
Uniform Connectedness
Top- Down Lighting Bias
6. People understand and interact with systems and environments based on mental representations developed from experience.
Fitts' Law
Uniform Connectedness
Mental Model
Hierarchy of Needs (Design)
7. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Iteration
Savanna Preference
Golden Ratio
8. A tendency to see objects and patterns as 3D when certain visual cues are present.
Threat detection
Savanna Preference
Life Cycle
Three- Dimensional Projection
9. The usability of a system is improved when similar parts are expressed in similar ways.
Pygmalion Effect
Three- Dimensional Projection
Consistency
Signal- to- Noise Ratio
10. The time it takes to make a decision increases as the number of alternatives increases.
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11. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Classical Conditioning
Self- similarity
Most Average Facial Appearance Effect
Orientation Sensitivity
12. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
80/20 Rule
Threat detection
Form Follows Function
Halo Effect
13. 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.
Mapping
Operant Conditioning
Orientation Sensitivity
Chunking
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hawthorne Effect
Modularity
Good Continuation
Depth of Processing
15. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Development Cycle
Highlighting
Entry Point
16. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Top- Down Lighting Bias
Operant Conditioning
Rule of Thirds
Progressive Disclosure
17. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Fitts' Law
Performance Load
Placebo effect
Classical Conditioning
18. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Recognition over recall
Closure
Affordance
Hierarchy
19. A property of visual equivalence among elements in a form.
Feedback Loop
Symmetry
Constraint
Savanna Preference
20. 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.)
Similarity
Layering
Expectation Effect
Self- similarity
21. 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
Maslow's Hierarchy of Needs
Closure
Factor of Safety
22. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Layering
Factor of Safety
Legibility
Life Cycle
23. 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
Constraint
Form Follows Function
Readability
24. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Picture Superiority Effect
Life Cycle
Control
25. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Law of Pragnanz
Structural Forms
Development Cycle
Gutenberg Diagram
26. 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.
Interference Effects
Entry Point
Highlighting
Waist to Hip Ratio
27. An attribute of an object that allows people to intuitively know how to use it
Affordance
Halo Effect
Prototyping
Immersion
28. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Uncertainty Principle
Self- similarity
Form Follows Function
Affordance
29. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Gutenberg Diagram
Rosenthal Effect
Cognitive Dissonance
30. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Feedback Loop
Exposure Effect
Life Cycle
Picture Superiority Effect
31. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Development Cycle
Consistency
Immersion
Storytelling
32. The relative ease with which a destination - idea - or concept may be reached.
Closure
Accessibility
Demand Characteristics
Prototyping
33. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uniform Connectedness
Defensible Space
Form Follows Function
Attractiveness Bias
34. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Mimicry
Attractiveness Bias
Three- Dimensional Projection
Satisficing
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Control
Visibility
Self- similarity
36. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mimicry
Immersion
Prospect-Refuge
Mnemonic Device
37. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Shaping
Threat detection
Closure
Figure-Ground Relationship
38. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Cost-Benefit
Law of Pragnanz
Cognitive Dissonance
Signal- to- Noise Ratio
39. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Rosenthal Effect
Five Hat Racks
Defensible Space
Factor of Safety
40. The quality of system output is dependent on the quality of system input.
Figure-Ground Relationship
Prospect-Refuge
Garbage In - Garbage Out
Comparison
41. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Cost-Benefit
Prospect-Refuge
Layering
42. Patients experience treatment effects based on their belief that a treatment will work.
Highlighting
Placebo effect
Most Average Facial Appearance Effect
Inverted Pyramid
43. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Mimicry
Prototyping
Signal- to- Noise Ratio
Proximity
44. 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.
Iconic Representation
Visibility
Archetype
Hierarchy of Needs (Design)
45. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Expectation Effect
Framing
Constancy
Layering
46. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Self- similarity
Control
Depth of Processing
47. The tendency for people to perform better or worse based on the expectations of another.
Savanna Preference
Closure
Pygmalion Effect
Iteration
48. Memory for recognizing things is better than memory for recalling things.
Affordance
Recognition over recall
Proximity
Performance vs. Preference
49. The debgree to which prose can be understood - based on the complexity of words and sentences.
Closure
Maslow's Hierarchy of Needs
Consistency
Readability
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Fibonacci Sequence
Inverted Pyramid
Readability
Similarity