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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. An original model on which something is patterned
Archetype
Hierarchy of Needs (Design)
Common Fate
Figure-Ground Relationship
2. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hierarchy of Needs (Design)
Prospect-Refuge
Consistency
Waist to Hip Ratio
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Cognitive Dissonance
Good Continuation
Threat detection
Mimicry
4. The time it takes to make a decision increases as the number of alternatives increases.
5. 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
Depth of Processing
Common Fate
Good Continuation
Attractiveness Bias
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
7. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Convergence
Face- ism Ratio
Flexibility-Usability Tradeoff
8. The usability of a system is improved when similar parts are expressed in similar ways.
Similarity
Consistency
Orientation Sensitivity
Performance Load
9. People understand and interact with systems and environments based on mental representations developed from experience.
Shaping
Satisficing
Convergence
Mental Model
10. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mapping
Depth of Processing
Closure
Similarity
11. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Convergence
Iconic Representation
Rule of Thirds
Operant Conditioning
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hawthorne Effect
Golden Ratio
Top- Down Lighting Bias
Defensible Space
13. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Von Restorff Effect
Face- ism Ratio
Ockham's Razor
Prospect-Refuge
14. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Signal- to- Noise Ratio
Iconic Representation
Von Restorff Effect
Law of Pragnanz
15. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Progressive Disclosure
80/20 Rule
Signal- to- Noise Ratio
16. Elements that are close together are percieved to be more related than elements that are farther apart.
Figure-Ground Relationship
Consistency
Comparison
Proximity
17. 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.)
Classical Conditioning
Expectation Effect
Redundancy
Confirmation
18. 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.
Good Continuation
Mimicry
Redundancy
Recognition over recall
19. A method of limiting the actions that can be performed on a system.
Savanna Preference
Archetype
Constraint
Control
20. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Five Hat Racks
Hawthorne Effect
Picture Superiority Effect
Performance vs. Preference
21. A process of repeating a set of operation until a specific result is achieved.
Interference Effects
Serial Position Effects
Performance vs. Preference
Iteration
22. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Constancy
Hierarchy
Chunking
Archetype
23. Patients experience treatment effects based on their belief that a treatment will work.
Rule of Thirds
Expectation Effect
Feedback Loop
Placebo effect
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.
Garbage In - Garbage Out
Flexibility-Usability Tradeoff
Weakest Link
Chunking
25. The quality of system output is dependent on the quality of system input.
Common Fate
Affordance
Framing
Garbage In - Garbage Out
26. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Framing
Signal- to- Noise Ratio
Baby-Face Bias
Errors
27. 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
Closure
Constancy
Attractiveness Bias
28. Memory for recognizing things is better than memory for recalling things.
Golden Ratio
Halo Effect
Recognition over recall
Interference Effects
29. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Defensible Space
Redundancy
Rule of Thirds
Attractiveness Bias
30. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Most Average Facial Appearance Effect
Accessibility
Five Hat Racks
Face- ism Ratio
31. An action or ommission of action yielding an unintended result.
Errors
Recognition over recall
Attractiveness Bias
Operant Conditioning
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Constancy
Flexibility-Usability Tradeoff
Inverted Pyramid
Attractiveness Bias
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.
Consistency
Immersion
Iteration
Self- similarity
34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Placebo effect
Confirmation
Structural Forms
Immersion
35. As the flexiblity of a system increases - its usability decreases.
Hierarchy
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
Hick's Law
36. Given a choice between functionally equivalent designs - the simplest design should be selected.
37. A property in which a form is made up of parts similar to the whole or to one another.
Classical Conditioning
Self- similarity
Rosenthal Effect
Storytelling
38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Forgiveness
Interference Effects
Performance Load
39. 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.
Confirmation
Form Follows Function
Feedback Loop
Mapping
40. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Convergence
Depth of Processing
Readability
Law of Pragnanz
41. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Performance Load
Uncertainty Principle
Legibility
Fitts' Law
42. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Life Cycle
Defensible Space
Uncertainty Principle
Legibility
43. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Von Restorff Effect
Common Fate
Figure-Ground Relationship
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Maslow's Hierarchy of Needs
Mimicry
Cost-Benefit
Performance Load
45. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Constraint
Comparison
Most Average Facial Appearance Effect
Framing
46. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Maslow's Hierarchy of Needs
Visibility
Highlighting
Baby-Face Bias
47. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Closure
Self- similarity
Most Average Facial Appearance Effect
Modularity
48. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Visibility
Development Cycle
Forgiveness
Confirmation
49. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Modularity
Three- Dimensional Projection
Mental Model
50. A ratio within the elements of a form - such as height to width - approximating 0.618.
Law of Pragnanz
Golden Ratio
Control
Five Hat Racks