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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 relative ease with which a destination - idea - or concept may be reached.
Development Cycle
Expectation Effect
Accessibility
Comparison
2. Pictures are remembered better than words.
Placebo effect
Mimicry
Scaling Fallacy
Picture Superiority Effect
3. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Errors
Confirmation
Satisficing
Golden Ratio
4. 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.
Symmetry
Von Restorff Effect
Feedback Loop
Highlighting
5. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Pygmalion Effect
Cost-Benefit
Normal Distribution
Cognitive Dissonance
6. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Savanna Preference
Rule of Thirds
Development Cycle
7. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Interference Effects
Gutenberg Diagram
Exposure Effect
Hierarchy of Needs (Design)
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Visibility
Law of Pragnanz
Classical Conditioning
Three- Dimensional Projection
9. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Similarity
Law of Pragnanz
Depth of Processing
10. The debgree to which prose can be understood - based on the complexity of words and sentences.
Fitts' Law
Iteration
Convergence
Readability
11. The time required to move to a target is a function of the target size and distance to the target.
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Savanna Preference
Uniform Connectedness
Good Continuation
Inverted Pyramid
13. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Archetype
Rule of Thirds
Iconic Representation
Forgiveness
14. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Accessibility
Shaping
Face- ism Ratio
Flexibility-Usability Tradeoff
15. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Alignment
Form Follows Function
Depth of Processing
Top- Down Lighting Bias
16. A process of repeating a set of operation until a specific result is achieved.
Ockham's Razor
Readability
Good Continuation
Iteration
17. 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
Maslow's Hierarchy of Needs
Mapping
Mental Model
18. 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.
Performance vs. Preference
Baby-Face Bias
Similarity
Waist to Hip Ratio
19. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Law of Pragnanz
Accessibility
Development Cycle
20. The usability of a system is improved when similar parts are expressed in similar ways.
Common Fate
Consistency
Progressive Disclosure
Prototyping
21. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Uncertainty Principle
Performance Load
Archetype
Common Fate
22. Patients experience treatment effects based on their belief that a treatment will work.
Shaping
Accessibility
Performance vs. Preference
Placebo effect
23. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Chunking
Constancy
Satisficing
Figure-Ground Relationship
24. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Legibility
Uniform Connectedness
Fitts' Law
Modularity
25. Elements that are similar are perceived to be more related than elements that are dissimilar.
Symmetry
Immersion
80/20 Rule
Similarity
26. The process of using spatial and environmental information to navigate to a destination.
Structural Forms
Archetype
Constraint
Wayfinding
27. 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
Readability
Structural Forms
Framing
28. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Legibility
Hierarchy
Savanna Preference
Uncertainty Principle
29. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Uniform Connectedness
Face- ism Ratio
Errors
Cognitive Dissonance
30. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Layering
Signal- to- Noise Ratio
Consistency
Pygmalion Effect
31. An original model on which something is patterned
Attractiveness Bias
Archetype
Five Hat Racks
Layering
32. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Affordance
Baby-Face Bias
Wayfinding
33. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Interference Effects
Gutenberg Diagram
Classical Conditioning
Immersion
34. A Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Development Cycle
Common Fate
Confirmation
Self- similarity
35. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Depth of Processing
Performance vs. Preference
Consistency
36. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Attractiveness Bias
Storytelling
Feedback Loop
Exposure Effect
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Errors
Proximity
Gutenberg Diagram
Halo Effect
38. Memory for recognizing things is better than memory for recalling things.
Similarity
Law of Pragnanz
Recognition over recall
Classical Conditioning
39. A property of visual equivalence among elements in a form.
Symmetry
Storytelling
Constancy
Interference Effects
40. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Operant Conditioning
Halo Effect
Chunking
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Iteration
Development Cycle
Mnemonic Device
Three- Dimensional Projection
42. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mnemonic Device
Normal Distribution
Savanna Preference
Convergence
43. 80% of the effects generated by any large system are caused by 20% of the variables.
Pygmalion Effect
Recognition over recall
Mapping
80/20 Rule
44. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Expectation Effect
Law of Pragnanz
Constancy
Accessibility
45. A process in which similar characteristics evolve independently in multiple systems.
Placebo effect
Consistency
Convergence
Layering
46. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Constancy
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
Progressive Disclosure
47. The quality of system output is dependent on the quality of system input.
Uncertainty Principle
Garbage In - Garbage Out
Serial Position Effects
Golden Ratio
48. 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
Structural Forms
Mental Model
Layering
49. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Prospect-Refuge
Attractiveness Bias
Feedback Loop
50. A method of limiting the actions that can be performed on a system.
Attractiveness Bias
Errors
Recognition over recall
Constraint