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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 space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Face- ism Ratio
Defensible Space
Signal- to- Noise Ratio
Iteration
2. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
3. 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.
Garbage In - Garbage Out
Feedback Loop
Wayfinding
Common Fate
4. 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.
Good Continuation
Savanna Preference
Hawthorne Effect
Iconic Representation
5. The tendency for people to perform better or worse based on the expectations of another.
Archetype
Prototyping
Pygmalion Effect
Maslow's Hierarchy of Needs
6. 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
Legibility
Iconic Representation
Halo Effect
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Performance Load
Classical Conditioning
Expectation Effect
Mimicry
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Cost-Benefit
Normal Distribution
Golden Ratio
Demand Characteristics
9. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Waist to Hip Ratio
Classical Conditioning
Structural Forms
Good Continuation
10. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Storytelling
Hawthorne Effect
Hierarchy of Needs (Design)
11. An attribute of an object that allows people to intuitively know how to use it
Mimicry
Affordance
Closure
Depth of Processing
12. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Shaping
Normal Distribution
Form Follows Function
13. 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.
Normal Distribution
Waist to Hip Ratio
Hierarchy of Needs (Design)
Mimicry
14. 80% of the effects generated by any large system are caused by 20% of the variables.
Wayfinding
Rule of Thirds
Mental Model
80/20 Rule
15. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Three- Dimensional Projection
Control
Normal Distribution
Attractiveness Bias
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Most Average Facial Appearance Effect
Picture Superiority Effect
Readability
Waist to Hip Ratio
17. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Hick's Law
Operant Conditioning
Archetype
18. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Rule of Thirds
Face- ism Ratio
Storytelling
Development Cycle
19. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Legibility
Exposure Effect
Halo Effect
20. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Life Cycle
Hierarchy of Needs (Design)
Shaping
Hawthorne Effect
21. 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.
Errors
Convergence
Good Continuation
Serial Position Effects
22. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Consistency
Cost-Benefit
Halo Effect
Entry Point
23. 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.
Mapping
Placebo effect
Closure
Expectation Effect
24. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Forgiveness
Prototyping
Mimicry
Layering
25. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Face- ism Ratio
Modularity
Similarity
Forgiveness
26. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Feedback Loop
Form Follows Function
Storytelling
Most Average Facial Appearance Effect
27. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Waist to Hip Ratio
Picture Superiority Effect
Normal Distribution
28. Patients experience treatment effects based on their belief that a treatment will work.
Maslow's Hierarchy of Needs
Storytelling
Placebo effect
Consistency
29. 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
Redundancy
Waist to Hip Ratio
Von Restorff Effect
30. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Storytelling
Control
Feedback Loop
Uniform Connectedness
31. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
Mental Model
Visibility
32. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Visibility
Entry Point
Face- ism Ratio
Confirmation
33. A property of visual equivalence among elements in a form.
Prospect-Refuge
Symmetry
Waist to Hip Ratio
Halo Effect
34. The quality of system output is dependent on the quality of system input.
Control
Legibility
Garbage In - Garbage Out
Fibonacci Sequence
35. A technique for bringing attention to an area of text or image.
Highlighting
Structural Forms
Constancy
Storytelling
36. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Halo Effect
Uniform Connectedness
Framing
Orientation Sensitivity
37. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Feedback Loop
Hierarchy of Needs (Design)
Alignment
Life Cycle
38. A process of repeating a set of operation until a specific result is achieved.
Feedback Loop
Picture Superiority Effect
Iteration
Uniform Connectedness
39. 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
Weakest Link
Defensible Space
Mental Model
40. Elements that are similar are perceived to be more related than elements that are dissimilar.
Weakest Link
Garbage In - Garbage Out
Mental Model
Similarity
41. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
80/20 Rule
Gutenberg Diagram
Top- Down Lighting Bias
Performance Load
42. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mapping
80/20 Rule
Legibility
Life Cycle
43. Pictures are remembered better than words.
Uncertainty Principle
Pygmalion Effect
Picture Superiority Effect
Gutenberg Diagram
44. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Threat detection
Progressive Disclosure
Five Hat Racks
Performance Load
45. The time it takes to make a decision increases as the number of alternatives increases.
46. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Comparison
Errors
Exposure Effect
Proximity
47. A tendency to see objects and patterns as 3D when certain visual cues are present.
Accessibility
Savanna Preference
Three- Dimensional Projection
Good Continuation
48. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Uncertainty Principle
Redundancy
Gutenberg Diagram
Demand Characteristics
49. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Performance vs. Preference
Development Cycle
Comparison
Golden Ratio
50. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Consistency
Savanna Preference
Factor of Safety
Maslow's Hierarchy of Needs