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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 tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Form Follows Function
Factor of Safety
Face- ism Ratio
Prospect-Refuge
2. The process of using spatial and environmental information to navigate to a destination.
80/20 Rule
Figure-Ground Relationship
Orientation Sensitivity
Wayfinding
3. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Top- Down Lighting Bias
Shaping
Placebo effect
Baby-Face Bias
4. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Expectation Effect
Scaling Fallacy
Picture Superiority Effect
Operant Conditioning
5. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Affordance
Life Cycle
Alignment
Performance vs. Preference
6. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Mental Model
Halo Effect
Law of Pragnanz
Weakest Link
7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Factor of Safety
Convergence
Mimicry
8. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Closure
Alignment
Rule of Thirds
Control
9. 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.
Von Restorff Effect
Hierarchy of Needs (Design)
Scaling Fallacy
Cost-Benefit
10. An action or ommission of action yielding an unintended result.
Errors
80/20 Rule
Mental Model
Signal- to- Noise Ratio
11. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Closure
Readability
Operant Conditioning
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Readability
Exposure Effect
Face- ism Ratio
Modularity
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.
Halo Effect
Classical Conditioning
Serial Position Effects
Five Hat Racks
14. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Three- Dimensional Projection
Maslow's Hierarchy of Needs
Entry Point
15. Memory for recognizing things is better than memory for recalling things.
Mental Model
Savanna Preference
Recognition over recall
Similarity
16. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Form Follows Function
Good Continuation
Most Average Facial Appearance Effect
Cost-Benefit
17. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Framing
Chunking
Development Cycle
Hick's Law
18. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Forgiveness
80/20 Rule
Constancy
Readability
19. A technique that influences decision making and judgement by manipulating the way information is presented.
Gutenberg Diagram
Framing
Common Fate
Weakest Link
20. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Constraint
Placebo effect
Gutenberg Diagram
Depth of Processing
21. The usability of a system is improved when similar parts are expressed in similar ways.
Confirmation
Closure
Control
Consistency
22. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Orientation Sensitivity
Accessibility
Face- ism Ratio
Top- Down Lighting Bias
23. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Picture Superiority Effect
Pygmalion Effect
Recognition over recall
24. As the flexiblity of a system increases - its usability decreases.
Pygmalion Effect
Legibility
Flexibility-Usability Tradeoff
Modularity
25. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cost-Benefit
Rule of Thirds
Convergence
Modularity
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Serial Position Effects
Visibility
Figure-Ground Relationship
Storytelling
27. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Demand Characteristics
Attractiveness Bias
Wayfinding
Five Hat Racks
28. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Normal Distribution
Development Cycle
Defensible Space
Similarity
29. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Face- ism Ratio
Prototyping
Placebo effect
Forgiveness
30. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Layering
Performance Load
Mental Model
31. Elements that are similar are perceived to be more related than elements that are dissimilar.
Uncertainty Principle
Depth of Processing
Waist to Hip Ratio
Similarity
32. A sequence of numbers in which each number is the sum of the preceding two.
Modularity
Fibonacci Sequence
Forgiveness
Constancy
33. The time required to move to a target is a function of the target size and distance to the target.
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34. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Form Follows Function
Symmetry
Savanna Preference
Signal- to- Noise Ratio
35. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Shaping
Good Continuation
Self- similarity
Mnemonic Device
36. Elements that are close together are percieved to be more related than elements that are farther apart.
Form Follows Function
Proximity
Operant Conditioning
Mental Model
37. A method of limiting the actions that can be performed on a system.
Life Cycle
Mental Model
Constraint
Expectation Effect
38. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Operant Conditioning
Entry Point
Face- ism Ratio
Gutenberg Diagram
39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Baby-Face Bias
Highlighting
Threat detection
Closure
40. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Consistency
Wayfinding
Interference Effects
Garbage In - Garbage Out
41. 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.
Picture Superiority Effect
Mapping
Redundancy
Hick's Law
42. A property in which a form is made up of parts similar to the whole or to one another.
Readability
Iteration
Fibonacci Sequence
Self- similarity
43. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Proximity
Attractiveness Bias
Inverted Pyramid
Affordance
44. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Most Average Facial Appearance Effect
Visibility
Baby-Face Bias
45. 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?)
Self- similarity
Cost-Benefit
Feedback Loop
Pygmalion Effect
46. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Face- ism Ratio
Depth of Processing
Figure-Ground Relationship
47. A tendency to see objects and patterns as 3D when certain visual cues are present.
Shaping
Three- Dimensional Projection
Factor of Safety
Scaling Fallacy
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Von Restorff Effect
Satisficing
Uniform Connectedness
Halo Effect
49. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Visibility
Normal Distribution
Wayfinding
Three- Dimensional Projection
50. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Recognition over recall
Demand Characteristics
Form Follows Function
Law of Pragnanz
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