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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. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Scaling Fallacy
Form Follows Function
Cognitive Dissonance
Von Restorff Effect
2. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Consistency
Waist to Hip Ratio
Layering
3. The process of using spatial and environmental information to navigate to a destination.
Progressive Disclosure
Immersion
Wayfinding
Halo Effect
4. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Legibility
Law of Pragnanz
Layering
Weakest Link
5. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Picture Superiority Effect
Signal- to- Noise Ratio
Uncertainty Principle
6. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Placebo effect
Rule of Thirds
Uniform Connectedness
Alignment
7. As the flexiblity of a system increases - its usability decreases.
Life Cycle
Confirmation
Affordance
Flexibility-Usability Tradeoff
8. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Attractiveness Bias
Pygmalion Effect
Uncertainty Principle
Structural Forms
9. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Attractiveness Bias
Life Cycle
Rule of Thirds
Storytelling
10. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Uniform Connectedness
Fitts' Law
Exposure Effect
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Attractiveness Bias
Iteration
80/20 Rule
Maslow's Hierarchy of Needs
12. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Scaling Fallacy
Storytelling
Modularity
Five Hat Racks
13. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Ockham's Razor
Prototyping
Picture Superiority Effect
Defensible Space
14. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Self- similarity
Picture Superiority Effect
Figure-Ground Relationship
Performance vs. Preference
15. An original model on which something is patterned
Archetype
Framing
Factor of Safety
Cognitive Dissonance
16. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Hierarchy
Development Cycle
Constraint
Law of Pragnanz
17. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Fitts' Law
Similarity
Placebo effect
18. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Three- Dimensional Projection
Satisficing
Layering
Pygmalion Effect
19. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Affordance
Von Restorff Effect
Operant Conditioning
Depth of Processing
20. 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)
Forgiveness
Picture Superiority Effect
Cost-Benefit
21. 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
Comparison
Legibility
Performance Load
22. A process of repeating a set of operation until a specific result is achieved.
Iteration
Recognition over recall
Pygmalion Effect
Convergence
23. A property in which a form is made up of parts similar to the whole or to one another.
Baby-Face Bias
Self- similarity
Good Continuation
Chunking
24. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Shaping
Constraint
Mapping
25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Iteration
Modularity
Alignment
Threat detection
26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Life Cycle
Pygmalion Effect
Confirmation
Garbage In - Garbage Out
27. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Symmetry
Storytelling
Consistency
28. Pictures are remembered better than words.
Picture Superiority Effect
Readability
Baby-Face Bias
Forgiveness
29. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Depth of Processing
Halo Effect
Three- Dimensional Projection
30. 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.
Progressive Disclosure
Feedback Loop
Affordance
Attractiveness Bias
31. 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.
Accessibility
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Modularity
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Entry Point
Three- Dimensional Projection
Shaping
Mental Model
33. 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
Chunking
Iconic Representation
Pygmalion Effect
34. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Operant Conditioning
Gutenberg Diagram
Rosenthal Effect
35. Given a choice between functionally equivalent designs - the simplest design should be selected.
36. The relative ease with which a destination - idea - or concept may be reached.
Wayfinding
Redundancy
Figure-Ground Relationship
Accessibility
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Attractiveness Bias
Structural Forms
Rule of Thirds
Control
38. Elements that are close together are percieved to be more related than elements that are farther apart.
Structural Forms
Picture Superiority Effect
Proximity
Halo Effect
39. Teachers treat students differently based on their expectations of how students will perform.
Attractiveness Bias
Rosenthal Effect
Exposure Effect
Placebo effect
40. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Chunking
Exposure Effect
Halo Effect
Mental Model
41. The tendency for people to perform better or worse based on the expectations of another.
Face- ism Ratio
Symmetry
Pygmalion Effect
80/20 Rule
42. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Recognition over recall
Cost-Benefit
Prototyping
43. A sequence of numbers in which each number is the sum of the preceding two.
Self- similarity
Fibonacci Sequence
Confirmation
Orientation Sensitivity
44. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Layering
Top- Down Lighting Bias
Development Cycle
Inverted Pyramid
45. 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.)
Self- similarity
Law of Pragnanz
Expectation Effect
Performance Load
46. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Orientation Sensitivity
Development Cycle
Expectation Effect
47. 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.
Immersion
Good Continuation
Placebo effect
Mental Model
48. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
49. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Iteration
Most Average Facial Appearance Effect
Entry Point
Exposure Effect
50. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Iteration
Good Continuation
Prospect-Refuge