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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 property in which a form is made up of parts similar to the whole or to one another.
Defensible Space
Self- similarity
Constraint
Uncertainty Principle
2. A sequence of numbers in which each number is the sum of the preceding two.
Serial Position Effects
Fibonacci Sequence
Iteration
Symmetry
3. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Constraint
Savanna Preference
Weakest Link
Structural Forms
4. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Ockham's Razor
Hawthorne Effect
Normal Distribution
Affordance
5. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Progressive Disclosure
Prototyping
Halo Effect
Most Average Facial Appearance Effect
6. Memory for recognizing things is better than memory for recalling things.
Normal Distribution
Recognition over recall
Visibility
Baby-Face Bias
7. 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.
Hierarchy of Needs (Design)
Pygmalion Effect
Waist to Hip Ratio
Hierarchy
8. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Common Fate
Serial Position Effects
Mnemonic Device
9. A ratio within the elements of a form - such as height to width - approximating 0.618.
Storytelling
Savanna Preference
Golden Ratio
Entry Point
10. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Symmetry
Attractiveness Bias
Life Cycle
Comparison
11. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prospect-Refuge
Prototyping
Progressive Disclosure
Consistency
12. A technique for bringing attention to an area of text or image.
Affordance
Consistency
Convergence
Highlighting
13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Interference Effects
Framing
Gutenberg Diagram
Control
14. 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
Weakest Link
Scaling Fallacy
Self- similarity
15. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Chunking
Halo Effect
Alignment
16. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Redundancy
Performance vs. Preference
Accessibility
17. An original model on which something is patterned
Depth of Processing
Archetype
Consistency
Top- Down Lighting Bias
18. 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
Ockham's Razor
Alignment
Defensible Space
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Modularity
Control
Depth of Processing
Hierarchy
20. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Cognitive Dissonance
Ockham's Razor
Hawthorne Effect
21. The use of pictorial images to improve the recognition and recall of signs and controls.
Archetype
Iconic Representation
Mnemonic Device
Legibility
22. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Forgiveness
Normal Distribution
Orientation Sensitivity
Archetype
23. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Archetype
Hick's Law
Garbage In - Garbage Out
24. A process in which similar characteristics evolve independently in multiple systems.
Life Cycle
Convergence
Control
Figure-Ground Relationship
25. 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
Mimicry
Mapping
Prospect-Refuge
26. A technique that influences decision making and judgement by manipulating the way information is presented.
Fibonacci Sequence
Framing
Comparison
Classical Conditioning
27. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Mental Model
Cognitive Dissonance
Form Follows Function
Ockham's Razor
28. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Classical Conditioning
Legibility
Mimicry
29. 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.
Prototyping
Readability
Fibonacci Sequence
Mapping
30. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Satisficing
Face- ism Ratio
Self- similarity
Figure-Ground Relationship
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Uncertainty Principle
Development Cycle
Hierarchy
Iteration
32. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Hierarchy of Needs (Design)
Waist to Hip Ratio
Feedback Loop
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
Rosenthal Effect
Affordance
Ockham's Razor
34. A method of limiting the actions that can be performed on a system.
Constraint
Demand Characteristics
Form Follows Function
Threat detection
35. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Archetype
Storytelling
Orientation Sensitivity
Performance Load
36. The tendency for people to behave differently when they know they are being studied
Five Hat Racks
Golden Ratio
Feedback Loop
Hawthorne Effect
37. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Hierarchy
Uncertainty Principle
Mimicry
38. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Cognitive Dissonance
Legibility
Structural Forms
Prototyping
39. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Comparison
Errors
Highlighting
Alignment
40. 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.
Life Cycle
80/20 Rule
Redundancy
Halo Effect
41. The relative ease with which a destination - idea - or concept may be reached.
Errors
Accessibility
Gutenberg Diagram
Legibility
42. Elements that are close together are percieved to be more related than elements that are farther apart.
Progressive Disclosure
Proximity
Framing
Modularity
43. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hierarchy of Needs (Design)
Top- Down Lighting Bias
Halo Effect
Serial Position Effects
44. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Depth of Processing
Law of Pragnanz
Similarity
Scaling Fallacy
45. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Fitts' Law
Weakest Link
Face- ism Ratio
Accessibility
46. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Picture Superiority Effect
Gutenberg Diagram
Inverted Pyramid
Serial Position Effects
47. An action or ommission of action yielding an unintended result.
Normal Distribution
Visibility
Errors
Depth of Processing
48. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Visibility
Orientation Sensitivity
Demand Characteristics
Exposure Effect
49. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Uncertainty Principle
Forgiveness
Uniform Connectedness
Mental Model
50. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Satisficing
Uniform Connectedness
80/20 Rule
Constraint