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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. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mental Model
Inverted Pyramid
Visibility
Halo Effect
2. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Inverted Pyramid
Pygmalion Effect
Cognitive Dissonance
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Interference Effects
Similarity
Gutenberg Diagram
Most Average Facial Appearance Effect
4. Patients experience treatment effects based on their belief that a treatment will work.
Proximity
Placebo effect
Rule of Thirds
Waist to Hip Ratio
5. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Normal Distribution
Similarity
Development Cycle
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Development Cycle
Prospect-Refuge
Layering
Operant Conditioning
7. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Visibility
Expectation Effect
Placebo effect
Most Average Facial Appearance Effect
8. 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.
Feedback Loop
Cost-Benefit
Fibonacci Sequence
Visibility
9. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Similarity
Recognition over recall
Threat detection
10. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Shaping
Mimicry
Top- Down Lighting Bias
11. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Maslow's Hierarchy of Needs
Shaping
Operant Conditioning
Recognition over recall
12. A property of visual equivalence among elements in a form.
Scaling Fallacy
Symmetry
Entry Point
Feedback Loop
13. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Mimicry
Performance Load
Storytelling
14. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Storytelling
Defensible Space
Iteration
Figure-Ground Relationship
15. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Demand Characteristics
Rule of Thirds
Storytelling
Forgiveness
16. 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.
Wayfinding
Picture Superiority Effect
Progressive Disclosure
Savanna Preference
17. 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)
Scaling Fallacy
Closure
Golden Ratio
Classical Conditioning
18. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Modularity
Mnemonic Device
Three- Dimensional Projection
19. Memory for recognizing things is better than memory for recalling things.
Garbage In - Garbage Out
Recognition over recall
Defensible Space
Symmetry
20. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Layering
Factor of Safety
Picture Superiority Effect
Modularity
21. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Scaling Fallacy
Von Restorff Effect
Hick's Law
Self- similarity
22. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Form Follows Function
Defensible Space
Interference Effects
23. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Uncertainty Principle
Garbage In - Garbage Out
Face- ism Ratio
Orientation Sensitivity
24. 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.
Good Continuation
Serial Position Effects
Fitts' Law
Layering
25. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Factor of Safety
Iteration
Five Hat Racks
26. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Development Cycle
Demand Characteristics
Proximity
Visibility
27. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Mapping
Savanna Preference
Von Restorff Effect
28. 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.
Placebo effect
Rule of Thirds
Redundancy
Weakest Link
29. The time required to move to a target is a function of the target size and distance to the target.
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30. A ratio within the elements of a form - such as height to width - approximating 0.618.
Progressive Disclosure
Golden Ratio
Convergence
Feedback Loop
31. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Von Restorff Effect
Uncertainty Principle
Entry Point
Convergence
32. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Visibility
Framing
Good Continuation
33. 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.
Waist to Hip Ratio
Form Follows Function
Savanna Preference
Depth of Processing
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Immersion
Development Cycle
Alignment
Life Cycle
35. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Legibility
Three- Dimensional Projection
Structural Forms
Consistency
36. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Law of Pragnanz
Accessibility
Expectation Effect
Hierarchy
37. Pictures are remembered better than words.
Rule of Thirds
Operant Conditioning
Picture Superiority Effect
Face- ism Ratio
38. A property in which a form is made up of parts similar to the whole or to one another.
Constraint
Self- similarity
Performance vs. Preference
Pygmalion Effect
39. A technique that influences decision making and judgement by manipulating the way information is presented.
Life Cycle
Factor of Safety
Framing
Pygmalion Effect
40. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Development Cycle
Form Follows Function
Expectation Effect
Wayfinding
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.
Good Continuation
Maslow's Hierarchy of Needs
Von Restorff Effect
Storytelling
42. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Mimicry
Demand Characteristics
Operant Conditioning
Exposure Effect
43. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hierarchy of Needs (Design)
Weakest Link
Control
Proximity
44. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Classical Conditioning
Hierarchy
Expectation Effect
45. People understand and interact with systems and environments based on mental representations developed from experience.
Cognitive Dissonance
Defensible Space
Halo Effect
Mental Model
46. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hierarchy
Inverted Pyramid
Recognition over recall
Constancy
47. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Mnemonic Device
Control
Rosenthal Effect
Figure-Ground Relationship
48. Given a choice between functionally equivalent designs - the simplest design should be selected.
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49. An action or ommission of action yielding an unintended result.
Entry Point
Iteration
Errors
Fitts' Law
50. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Legibility
Face- ism Ratio
Shaping