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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. Patients experience treatment effects based on their belief that a treatment will work.
Fibonacci Sequence
Savanna Preference
Placebo effect
Layering
2. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Modularity
Defensible Space
Waist to Hip Ratio
80/20 Rule
3. 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.
Visibility
Picture Superiority Effect
Accessibility
Waist to Hip Ratio
4. A property in which a form is made up of parts similar to the whole or to one another.
Defensible Space
Proximity
Orientation Sensitivity
Self- similarity
5. Elements that are close together are percieved to be more related than elements that are farther apart.
Convergence
Modularity
Prospect-Refuge
Proximity
6. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Cost-Benefit
Fitts' Law
Baby-Face Bias
Control
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Closure
Attractiveness Bias
Chunking
Similarity
8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Life Cycle
Shaping
Halo Effect
Entry Point
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)
Face- ism Ratio
Forgiveness
Uncertainty Principle
Rosenthal Effect
10. The usability of a system is improved when its status and methods of use are clearly visible.
Chunking
Visibility
Forgiveness
Common Fate
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Mental Model
Legibility
Closure
Entry Point
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Wayfinding
Flexibility-Usability Tradeoff
Readability
Performance Load
13. 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.
Mimicry
Serial Position Effects
Readability
Layering
14. The debgree to which prose can be understood - based on the complexity of words and sentences.
Errors
Defensible Space
Readability
Similarity
15. An action or ommission of action yielding an unintended result.
Good Continuation
Errors
Orientation Sensitivity
Feedback Loop
16. Teachers treat students differently based on their expectations of how students will perform.
Exposure Effect
Rosenthal Effect
Mimicry
Wayfinding
17. A sequence of numbers in which each number is the sum of the preceding two.
Hick's Law
Placebo effect
Fibonacci Sequence
Pygmalion Effect
18. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Law of Pragnanz
Symmetry
Orientation Sensitivity
Factor of Safety
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Golden Ratio
Layering
Ockham's Razor
20. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Serial Position Effects
Storytelling
Consistency
Hierarchy
21. 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
Threat detection
Feedback Loop
Golden Ratio
22. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Normal Distribution
Immersion
Baby-Face Bias
Comparison
23. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Face- ism Ratio
Gutenberg Diagram
Wayfinding
24. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Rule of Thirds
Iconic Representation
Common Fate
Most Average Facial Appearance Effect
25. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
80/20 Rule
Cost-Benefit
Mental Model
Alignment
26. 80% of the effects generated by any large system are caused by 20% of the variables.
Mental Model
80/20 Rule
Life Cycle
Iconic Representation
27. A process in which similar characteristics evolve independently in multiple systems.
Face- ism Ratio
Convergence
Halo Effect
Garbage In - Garbage Out
28. 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.)
Performance Load
Common Fate
Mapping
Expectation Effect
29. 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)
Symmetry
Weakest Link
Maslow's Hierarchy of Needs
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Rule of Thirds
Top- Down Lighting Bias
Threat detection
Readability
31. An original model on which something is patterned
Archetype
Pygmalion Effect
Consistency
Fibonacci Sequence
32. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Rule of Thirds
Constraint
Comparison
33. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Operant Conditioning
Signal- to- Noise Ratio
Hierarchy of Needs (Design)
34. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Performance vs. Preference
Orientation Sensitivity
Gutenberg Diagram
Life Cycle
35. An attribute of an object that allows people to intuitively know how to use it
Fitts' Law
Affordance
Forgiveness
Hawthorne Effect
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Constraint
Figure-Ground Relationship
Inverted Pyramid
37. 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?)
Cost-Benefit
Garbage In - Garbage Out
Accessibility
Placebo effect
38. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Alignment
Most Average Facial Appearance Effect
Performance Load
39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Baby-Face Bias
Law of Pragnanz
Savanna Preference
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Halo Effect
Accessibility
Fitts' Law
41. 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.
Picture Superiority Effect
Good Continuation
Legibility
Storytelling
42. 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.
Mapping
Affordance
Rule of Thirds
Threat detection
43. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Structural Forms
Serial Position Effects
Fitts' Law
Mimicry
44. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Threat detection
Proximity
Legibility
Defensible Space
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
Fitts' Law
Modularity
Comparison
46. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Performance Load
Hick's Law
Operant Conditioning
47. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Ockham's Razor
Picture Superiority Effect
Storytelling
Entry Point
48. As the flexiblity of a system increases - its usability decreases.
Satisficing
Modularity
Flexibility-Usability Tradeoff
Pygmalion Effect
49. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mnemonic Device
Comparison
Iteration
Cognitive Dissonance
50. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Entry Point
Depth of Processing
Ockham's Razor