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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. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Performance vs. Preference
Wayfinding
Forgiveness
Development Cycle
2. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Development Cycle
Entry Point
Most Average Facial Appearance Effect
Gutenberg Diagram
3. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Convergence
Fibonacci Sequence
Interference Effects
Threat detection
4. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Common Fate
Prospect-Refuge
Highlighting
5. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Weakest Link
Prototyping
Golden Ratio
Life Cycle
6. A ratio within the elements of a form - such as height to width - approximating 0.618.
Forgiveness
Errors
Golden Ratio
Mimicry
7. A technique that influences decision making and judgement by manipulating the way information is presented.
Modularity
Constancy
Redundancy
Framing
8. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Waist to Hip Ratio
Exposure Effect
Fitts' Law
Readability
9. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Performance Load
Satisficing
Savanna Preference
Good Continuation
10. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Expectation Effect
Prospect-Refuge
Threat detection
Defensible Space
11. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Highlighting
Mimicry
Uncertainty Principle
Similarity
12. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
13. A sequence of numbers in which each number is the sum of the preceding two.
Legibility
Closure
Comparison
Fibonacci Sequence
14. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Face- ism Ratio
Demand Characteristics
Form Follows Function
Inverted Pyramid
15. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Flexibility-Usability Tradeoff
Five Hat Racks
Mental Model
Proximity
16. 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)
Cognitive Dissonance
Scaling Fallacy
Golden Ratio
Pygmalion Effect
17. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Readability
Baby-Face Bias
Demand Characteristics
Life Cycle
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Savanna Preference
Modularity
Prospect-Refuge
Wayfinding
19. The time required to move to a target is a function of the target size and distance to the target.
20. Pictures are remembered better than words.
Shaping
Top- Down Lighting Bias
Picture Superiority Effect
Cost-Benefit
21. As the flexiblity of a system increases - its usability decreases.
Hawthorne Effect
Flexibility-Usability Tradeoff
Exposure Effect
Framing
22. 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.
Chunking
Shaping
Structural Forms
Immersion
23. Teachers treat students differently based on their expectations of how students will perform.
Mental Model
Rosenthal Effect
Law of Pragnanz
Satisficing
24. 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
Iconic Representation
Iteration
Mental Model
25. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Readability
Scaling Fallacy
Five Hat Racks
Inverted Pyramid
26. The tendency for people to behave differently when they know they are being studied
Mapping
Immersion
Fibonacci Sequence
Hawthorne Effect
27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Symmetry
Fibonacci Sequence
Serial Position Effects
Depth of Processing
28. The debgree to which prose can be understood - based on the complexity of words and sentences.
Proximity
Constancy
Waist to Hip Ratio
Readability
29. Memory for recognizing things is better than memory for recalling things.
Shaping
Inverted Pyramid
Operant Conditioning
Recognition over recall
30. 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.
Constancy
Orientation Sensitivity
Hierarchy of Needs (Design)
Figure-Ground Relationship
31. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Cost-Benefit
Closure
Recognition over recall
Progressive Disclosure
32. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Pygmalion Effect
Waist to Hip Ratio
Threat detection
33. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Performance Load
Redundancy
Flexibility-Usability Tradeoff
Top- Down Lighting Bias
34. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Demand Characteristics
Factor of Safety
Layering
Orientation Sensitivity
35. An attribute of an object that allows people to intuitively know how to use it
Signal- to- Noise Ratio
Confirmation
Affordance
Self- similarity
36. The use of pictorial images to improve the recognition and recall of signs and controls.
Immersion
Iconic Representation
Law of Pragnanz
Forgiveness
37. 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.
Law of Pragnanz
Feedback Loop
Mapping
Classical Conditioning
38. People understand and interact with systems and environments based on mental representations developed from experience.
Signal- to- Noise Ratio
Weakest Link
Mental Model
Hawthorne Effect
39. 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?)
Similarity
Shaping
Hierarchy of Needs (Design)
Cost-Benefit
40. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Exposure Effect
Control
Mimicry
Hierarchy
41. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Wayfinding
Self- similarity
Depth of Processing
42. A property in which a form is made up of parts similar to the whole or to one another.
Operant Conditioning
Self- similarity
80/20 Rule
Gutenberg Diagram
43. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Constancy
Factor of Safety
Confirmation
Fibonacci Sequence
44. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Classical Conditioning
Redundancy
Mapping
45. The tendency for people to perform better or worse based on the expectations of another.
Defensible Space
Iconic Representation
Layering
Pygmalion Effect
46. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Development Cycle
Most Average Facial Appearance Effect
Similarity
47. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Fitts' Law
Good Continuation
Law of Pragnanz
Structural Forms
48. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Wayfinding
Most Average Facial Appearance Effect
Waist to Hip Ratio
Weakest Link
49. 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.
Symmetry
Visibility
Figure-Ground Relationship
Savanna Preference
50. 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.)
Expectation Effect
Proximity
Comparison
Weakest Link