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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 point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Mapping
Progressive Disclosure
Entry Point
Alignment
2. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Cost-Benefit
Iteration
Classical Conditioning
Storytelling
3. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
4. A property of visual equivalence among elements in a form.
Readability
Three- Dimensional Projection
Mimicry
Symmetry
5. A method of limiting the actions that can be performed on a system.
Signal- to- Noise Ratio
Golden Ratio
Alignment
Constraint
6. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Defensible Space
Comparison
Five Hat Racks
Modularity
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Cost-Benefit
Classical Conditioning
Similarity
8. 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.
Mapping
Figure-Ground Relationship
Immersion
Waist to Hip Ratio
9. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Classical Conditioning
Iconic Representation
Threat detection
Constancy
10. Elements that are close together are percieved to be more related than elements that are farther apart.
Baby-Face Bias
Placebo effect
Hierarchy of Needs (Design)
Proximity
11. A technique that influences decision making and judgement by manipulating the way information is presented.
Constancy
Framing
Three- Dimensional Projection
Shaping
12. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Storytelling
Structural Forms
Alignment
Immersion
13. A technique for bringing attention to an area of text or image.
Highlighting
Rule of Thirds
Orientation Sensitivity
Cost-Benefit
14. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Defensible Space
Normal Distribution
Three- Dimensional Projection
Exposure Effect
15. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Symmetry
Mental Model
Rule of Thirds
16. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Gutenberg Diagram
Rule of Thirds
Visibility
17. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Common Fate
Progressive Disclosure
Mimicry
Normal Distribution
18. The time required to move to a target is a function of the target size and distance to the target.
19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Exposure Effect
Cost-Benefit
Hierarchy of Needs (Design)
20. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Von Restorff Effect
Defensible Space
Structural Forms
Similarity
21. The relative ease with which a destination - idea - or concept may be reached.
Feedback Loop
Accessibility
Archetype
Symmetry
22. Teachers treat students differently based on their expectations of how students will perform.
Forgiveness
Alignment
Rosenthal Effect
Control
23. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Satisficing
Iconic Representation
Factor of Safety
Self- similarity
24. 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.
Satisficing
Errors
Exposure Effect
Chunking
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.)
Iteration
Immersion
Expectation Effect
Picture Superiority Effect
26. 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.
Redundancy
Mnemonic Device
Performance Load
Proximity
27. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Scaling Fallacy
Uncertainty Principle
Pygmalion Effect
Gutenberg Diagram
28. Memory for recognizing things is better than memory for recalling things.
Visibility
Recognition over recall
Waist to Hip Ratio
Maslow's Hierarchy of Needs
29. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Savanna Preference
Rosenthal Effect
Mnemonic Device
Five Hat Racks
30. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Three- Dimensional Projection
Comparison
Maslow's Hierarchy of Needs
31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Mapping
Uniform Connectedness
Golden Ratio
Errors
32. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Attractiveness Bias
Progressive Disclosure
Errors
Performance Load
33. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Exposure Effect
Baby-Face Bias
Normal Distribution
Good Continuation
34. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Similarity
Face- ism Ratio
Law of Pragnanz
Visibility
35. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Factor of Safety
Recognition over recall
Halo Effect
36. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Feedback Loop
Layering
Face- ism Ratio
Fitts' Law
37. 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.
Hawthorne Effect
Mnemonic Device
Feedback Loop
Errors
38. Pictures are remembered better than words.
80/20 Rule
Demand Characteristics
Picture Superiority Effect
Defensible Space
39. 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.
Golden Ratio
Redundancy
Mapping
Similarity
40. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Progressive Disclosure
Redundancy
Most Average Facial Appearance Effect
41. The quality of system output is dependent on the quality of system input.
Prospect-Refuge
Baby-Face Bias
Confirmation
Garbage In - Garbage Out
42. The tendency for people to perform better or worse based on the expectations of another.
Inverted Pyramid
Ockham's Razor
Law of Pragnanz
Pygmalion Effect
43. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Interference Effects
Constancy
Halo Effect
44. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Performance vs. Preference
Confirmation
Progressive Disclosure
Convergence
45. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Demand Characteristics
Depth of Processing
Similarity
Inverted Pyramid
46. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Constancy
Waist to Hip Ratio
Normal Distribution
Iteration
47. 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.
Chunking
80/20 Rule
Savanna Preference
Progressive Disclosure
48. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Cognitive Dissonance
Proximity
Performance vs. Preference
Progressive Disclosure
49. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Halo Effect
Control
Classical Conditioning
Fibonacci Sequence
50. 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
Top- Down Lighting Bias
Hierarchy
Errors