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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 method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Halo Effect
Law of Pragnanz
Storytelling
Mimicry
2. A sequence of numbers in which each number is the sum of the preceding two.
Recognition over recall
Redundancy
Rule of Thirds
Fibonacci Sequence
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Figure-Ground Relationship
Exposure Effect
Confirmation
4. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Von Restorff Effect
Constraint
Scaling Fallacy
5. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Accessibility
Proximity
Structural Forms
Uncertainty Principle
6. Given a choice between functionally equivalent designs - the simplest design should be selected.
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7. As the flexiblity of a system increases - its usability decreases.
Mimicry
Affordance
Flexibility-Usability Tradeoff
Modularity
8. 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
Weakest Link
Hick's Law
Legibility
9. Memory for recognizing things is better than memory for recalling things.
Affordance
Recognition over recall
Accessibility
80/20 Rule
10. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Fibonacci Sequence
Top- Down Lighting Bias
Orientation Sensitivity
11. The quality of system output is dependent on the quality of system input.
Defensible Space
Garbage In - Garbage Out
Constancy
Mnemonic Device
12. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Feedback Loop
Von Restorff Effect
Mnemonic Device
Three- Dimensional Projection
13. 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.
Legibility
Depth of Processing
Signal- to- Noise Ratio
Redundancy
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Top- Down Lighting Bias
Comparison
Good Continuation
Gutenberg Diagram
15. Pictures are remembered better than words.
Convergence
80/20 Rule
Mapping
Picture Superiority Effect
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Comparison
Life Cycle
Immersion
17. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Performance Load
Signal- to- Noise Ratio
Interference Effects
Constancy
18. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Control
Hierarchy of Needs (Design)
Hick's Law
Prospect-Refuge
19. A technique for bringing attention to an area of text or image.
Three- Dimensional Projection
Performance vs. Preference
Forgiveness
Highlighting
20. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Forgiveness
Attractiveness Bias
Prototyping
Modularity
21. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Forgiveness
Convergence
Rule of Thirds
Five Hat Racks
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Visibility
Signal- to- Noise Ratio
Golden Ratio
23. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Recognition over recall
Normal Distribution
Rosenthal Effect
Form Follows Function
24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Hierarchy
Normal Distribution
Gutenberg Diagram
25. Patients experience treatment effects based on their belief that a treatment will work.
Redundancy
Placebo effect
Weakest Link
Alignment
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Progressive Disclosure
Mimicry
Scaling Fallacy
Entry Point
27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hick's Law
Highlighting
Performance Load
Depth of Processing
28. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Structural Forms
Hick's Law
Iconic Representation
Defensible Space
29. The usability of a system is improved when similar parts are expressed in similar ways.
Readability
Common Fate
Consistency
Archetype
30. 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.
Fitts' Law
Form Follows Function
Hierarchy of Needs (Design)
Interference Effects
31. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Structural Forms
Three- Dimensional Projection
Most Average Facial Appearance Effect
Halo Effect
32. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Classical Conditioning
Satisficing
Modularity
Forgiveness
33. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Immersion
Attractiveness Bias
Control
Mental Model
34. An attribute of an object that allows people to intuitively know how to use it
Common Fate
Affordance
Good Continuation
Hierarchy
35. 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?)
Maslow's Hierarchy of Needs
Cost-Benefit
Modularity
Visibility
36. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fitts' Law
Attractiveness Bias
Serial Position Effects
Orientation Sensitivity
37. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cost-Benefit
Factor of Safety
Weakest Link
Rule of Thirds
38. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Iconic Representation
Symmetry
Self- similarity
Von Restorff Effect
39. People understand and interact with systems and environments based on mental representations developed from experience.
Figure-Ground Relationship
Mental Model
Rosenthal Effect
Fibonacci Sequence
40. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Von Restorff Effect
Prospect-Refuge
Recognition over recall
41. 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.
Performance Load
Von Restorff Effect
Good Continuation
Rule of Thirds
42. 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.
Prototyping
Forgiveness
Similarity
Savanna Preference
43. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Accessibility
Performance Load
Common Fate
44. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Performance vs. Preference
Legibility
Modularity
Top- Down Lighting Bias
45. 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
Mapping
Readability
Serial Position Effects
46. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Cost-Benefit
Forgiveness
Uncertainty Principle
Expectation Effect
47. The use of pictorial images to improve the recognition and recall of signs and controls.
Uncertainty Principle
Iconic Representation
Comparison
Hick's Law
48. A process in which similar characteristics evolve independently in multiple systems.
Archetype
Serial Position Effects
Iteration
Convergence
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Shaping
Garbage In - Garbage Out
Normal Distribution
50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Consistency
Factor of Safety
Maslow's Hierarchy of Needs