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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 tendency to see objects and patterns as 3D when certain visual cues are present.
Chunking
Three- Dimensional Projection
Normal Distribution
Errors
2. The relative ease with which a destination - idea - or concept may be reached.
Common Fate
Visibility
Accessibility
Attractiveness Bias
3. 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.
Forgiveness
Good Continuation
Mental Model
Self- similarity
4. The tendency for people to behave differently when they know they are being studied
Structural Forms
Five Hat Racks
Hawthorne Effect
Symmetry
5. 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.
80/20 Rule
Chunking
Gutenberg Diagram
Recognition over recall
6. The usability of a system is improved when similar parts are expressed in similar ways.
Von Restorff Effect
Consistency
Interference Effects
Mental Model
7. 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.
Golden Ratio
Savanna Preference
Entry Point
Prototyping
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Comparison
Demand Characteristics
Fitts' Law
80/20 Rule
9. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Readability
Forgiveness
Performance vs. Preference
Hierarchy
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Performance Load
Signal- to- Noise Ratio
Halo Effect
11. 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?)
Cost-Benefit
Structural Forms
Layering
Von Restorff Effect
12. Pictures are remembered better than words.
Visibility
Symmetry
Picture Superiority Effect
Placebo effect
13. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Hick's Law
Savanna Preference
Iconic Representation
Uniform Connectedness
14. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Development Cycle
Highlighting
Demand Characteristics
Weakest Link
15. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Errors
Fibonacci Sequence
Mimicry
Confirmation
16. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Defensible Space
Threat detection
Modularity
Wayfinding
17. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Layering
Mnemonic Device
Signal- to- Noise Ratio
18. 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.
Threat detection
Signal- to- Noise Ratio
Prospect-Refuge
Hierarchy of Needs (Design)
19. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Classical Conditioning
Good Continuation
Pygmalion Effect
20. 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.
Waist to Hip Ratio
Similarity
Structural Forms
Alignment
21. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Iteration
Comparison
Storytelling
Hierarchy of Needs (Design)
22. As the flexiblity of a system increases - its usability decreases.
Factor of Safety
Good Continuation
Flexibility-Usability Tradeoff
Proximity
23. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Performance Load
Structural Forms
Depth of Processing
24. 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
Rule of Thirds
Garbage In - Garbage Out
Savanna Preference
25. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Fibonacci Sequence
Expectation Effect
Modularity
Prototyping
26. Elements that are close together are percieved to be more related than elements that are farther apart.
Feedback Loop
Figure-Ground Relationship
Weakest Link
Proximity
27. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Signal- to- Noise Ratio
Entry Point
Self- similarity
Picture Superiority Effect
28. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Most Average Facial Appearance Effect
Alignment
Form Follows Function
29. 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
Consistency
Maslow's Hierarchy of Needs
Alignment
30. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Mimicry
Law of Pragnanz
Confirmation
31. 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.
Wayfinding
Serial Position Effects
Threat detection
Attractiveness Bias
32. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Common Fate
Top- Down Lighting Bias
Fibonacci Sequence
Face- ism Ratio
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Picture Superiority Effect
Storytelling
Fibonacci Sequence
Golden Ratio
34. An attribute of an object that allows people to intuitively know how to use it
Affordance
Pygmalion Effect
Form Follows Function
Operant Conditioning
35. A ratio within the elements of a form - such as height to width - approximating 0.618.
Entry Point
Expectation Effect
Golden Ratio
Three- Dimensional Projection
36. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Signal- to- Noise Ratio
Gutenberg Diagram
Flexibility-Usability Tradeoff
Inverted Pyramid
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Orientation Sensitivity
Mimicry
Operant Conditioning
Baby-Face Bias
38. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Three- Dimensional Projection
Immersion
Performance vs. Preference
Orientation Sensitivity
39. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Shaping
Three- Dimensional Projection
Top- Down Lighting Bias
40. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Readability
Hick's Law
Figure-Ground Relationship
41. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Mnemonic Device
Symmetry
Legibility
42. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Cost-Benefit
Interference Effects
Hierarchy
Alignment
43. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Attractiveness Bias
Highlighting
Visibility
44. Teachers treat students differently based on their expectations of how students will perform.
Performance vs. Preference
Uniform Connectedness
Prototyping
Rosenthal Effect
45. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Prototyping
Development Cycle
Convergence
Rule of Thirds
46. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Rosenthal Effect
Orientation Sensitivity
Normal Distribution
47. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Hierarchy of Needs (Design)
Fibonacci Sequence
Figure-Ground Relationship
48. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Most Average Facial Appearance Effect
Gutenberg Diagram
Mnemonic Device
Archetype
49. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Gutenberg Diagram
Defensible Space
Layering
Uniform Connectedness
50. The process of using spatial and environmental information to navigate to a destination.
Constraint
Shaping
Readability
Wayfinding
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