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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 process of repeating a set of operation until a specific result is achieved.
Iteration
Picture Superiority Effect
Threat detection
Depth of Processing
2. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Most Average Facial Appearance Effect
Rule of Thirds
Confirmation
Form Follows Function
3. 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?)
Pygmalion Effect
Cost-Benefit
Archetype
Waist to Hip Ratio
4. A process in which similar characteristics evolve independently in multiple systems.
Progressive Disclosure
Life Cycle
Face- ism Ratio
Convergence
5. 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
Halo Effect
Common Fate
Redundancy
Demand Characteristics
6. Pictures are remembered better than words.
Form Follows Function
Picture Superiority Effect
Closure
Framing
7. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Interference Effects
Mimicry
Modularity
Life Cycle
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Prospect-Refuge
Similarity
Factor of Safety
9. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Constraint
Factor of Safety
Savanna Preference
Similarity
10. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Gutenberg Diagram
Interference Effects
Classical Conditioning
Performance vs. Preference
11. The use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements.
Symmetry
Redundancy
Weakest Link
Hawthorne Effect
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Gutenberg Diagram
Prospect-Refuge
Chunking
Defensible Space
13. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Maslow's Hierarchy of Needs
Picture Superiority Effect
Normal Distribution
Demand Characteristics
14. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Alignment
Life Cycle
Accessibility
Weakest Link
15. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Three- Dimensional Projection
Rule of Thirds
Von Restorff Effect
16. 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.)
Baby-Face Bias
Expectation Effect
Scaling Fallacy
Confirmation
17. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Normal Distribution
Control
Legibility
Cognitive Dissonance
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Scaling Fallacy
Flexibility-Usability Tradeoff
Confirmation
19. 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.
Hierarchy of Needs (Design)
Five Hat Racks
Uncertainty Principle
Good Continuation
20. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Baby-Face Bias
Structural Forms
Mnemonic Device
Scaling Fallacy
21. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Golden Ratio
Most Average Facial Appearance Effect
Prototyping
22. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Gutenberg Diagram
Halo Effect
Iteration
23. A technique for bringing attention to an area of text or image.
Highlighting
Proximity
Normal Distribution
Factor of Safety
24. The use of pictorial images to improve the recognition and recall of signs and controls.
Ockham's Razor
Common Fate
Cognitive Dissonance
Iconic Representation
25. 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
Archetype
Constancy
Uniform Connectedness
26. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Highlighting
Alignment
Weakest Link
27. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Affordance
Mental Model
Face- ism Ratio
Development Cycle
28. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Attractiveness Bias
Iconic Representation
Progressive Disclosure
Performance Load
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Symmetry
Progressive Disclosure
Confirmation
Garbage In - Garbage Out
30. 80% of the effects generated by any large system are caused by 20% of the variables.
Figure-Ground Relationship
Consistency
80/20 Rule
Gutenberg Diagram
31. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Threat detection
Ockham's Razor
Satisficing
32. 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
Similarity
Highlighting
Mnemonic Device
33. An action or ommission of action yielding an unintended result.
Readability
Errors
Recognition over recall
Affordance
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Errors
Rule of Thirds
Alignment
Constancy
35. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Golden Ratio
Legibility
Shaping
Feedback Loop
36. The debgree to which prose can be understood - based on the complexity of words and sentences.
Normal Distribution
Prospect-Refuge
Flexibility-Usability Tradeoff
Readability
37. The time it takes to make a decision increases as the number of alternatives increases.
38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Attractiveness Bias
Structural Forms
Comparison
39. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Modularity
Halo Effect
Closure
40. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Development Cycle
Serial Position Effects
Von Restorff Effect
Pygmalion Effect
41. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Consistency
Performance vs. Preference
Exposure Effect
42. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Progressive Disclosure
Hierarchy
Garbage In - Garbage Out
Structural Forms
43. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Orientation Sensitivity
Iteration
Performance vs. Preference
Affordance
44. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Factor of Safety
Inverted Pyramid
Cost-Benefit
Uncertainty Principle
45. 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
Consistency
Exposure Effect
46. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Uncertainty Principle
Depth of Processing
Mental Model
Rule of Thirds
47. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Mimicry
Operant Conditioning
Attractiveness Bias
Picture Superiority Effect
48. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Form Follows Function
Maslow's Hierarchy of Needs
Alignment
Golden Ratio
49. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Form Follows Function
Recognition over recall
Five Hat Racks
50. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Baby-Face Bias
Demand Characteristics
Redundancy
Forgiveness