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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 managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Exposure Effect
Modularity
Defensible Space
Weakest Link
2. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Hick's Law
Pygmalion Effect
Archetype
3. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Mnemonic Device
Fibonacci Sequence
Hierarchy of Needs (Design)
4. The usability of a system is improved when similar parts are expressed in similar ways.
Common Fate
Three- Dimensional Projection
Von Restorff Effect
Consistency
5. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Five Hat Racks
Performance vs. Preference
Forgiveness
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Attractiveness Bias
Symmetry
Errors
7. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Factor of Safety
Affordance
Cognitive Dissonance
Interference Effects
8. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Cognitive Dissonance
Depth of Processing
Serial Position Effects
Hierarchy
9. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Rule of Thirds
Consistency
Mnemonic Device
Factor of Safety
10. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Confirmation
Mapping
Modularity
11. 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.
Constraint
Gutenberg Diagram
Form Follows Function
Good Continuation
12. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Symmetry
Garbage In - Garbage Out
Iteration
13. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Demand Characteristics
Storytelling
80/20 Rule
14. Pictures are remembered better than words.
Inverted Pyramid
Classical Conditioning
Picture Superiority Effect
Demand Characteristics
15. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Face- ism Ratio
Demand Characteristics
Most Average Facial Appearance Effect
Orientation Sensitivity
16. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
17. 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.
Serial Position Effects
Face- ism Ratio
Mapping
Hierarchy of Needs (Design)
18. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Serial Position Effects
Weakest Link
Visibility
19. 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
Errors
Progressive Disclosure
Form Follows Function
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Operant Conditioning
Hierarchy
Scaling Fallacy
Entry Point
21. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Legibility
80/20 Rule
Common Fate
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Fibonacci Sequence
Iconic Representation
Mnemonic Device
23. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Form Follows Function
Satisficing
Layering
Convergence
24. 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.
Expectation Effect
Confirmation
Picture Superiority Effect
Savanna Preference
25. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Constraint
Fibonacci Sequence
Mimicry
26. A technique for bringing attention to an area of text or image.
Top- Down Lighting Bias
Placebo effect
Highlighting
Closure
27. Given a choice between functionally equivalent designs - the simplest design should be selected.
28. A technique that influences decision making and judgement by manipulating the way information is presented.
Mapping
Three- Dimensional Projection
Framing
Serial Position Effects
29. Teachers treat students differently based on their expectations of how students will perform.
Structural Forms
Rosenthal Effect
Five Hat Racks
Uniform Connectedness
30. 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.
Mental Model
Cost-Benefit
Feedback Loop
Defensible Space
31. A process in which similar characteristics evolve independently in multiple systems.
Hick's Law
Rosenthal Effect
Convergence
Interference Effects
32. 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.
Mimicry
Waist to Hip Ratio
Affordance
Iteration
33. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Figure-Ground Relationship
Symmetry
Maslow's Hierarchy of Needs
Performance Load
34. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Modularity
Closure
Attractiveness Bias
35. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Wayfinding
Affordance
Forgiveness
Law of Pragnanz
36. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Proximity
Hierarchy
Prospect-Refuge
Immersion
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Hierarchy
Proximity
Immersion
Satisficing
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mimicry
Five Hat Racks
Comparison
Figure-Ground Relationship
39. The time required to move to a target is a function of the target size and distance to the target.
40. 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
Immersion
Self- similarity
Mnemonic Device
Common Fate
41. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Scaling Fallacy
Rule of Thirds
Mental Model
Factor of Safety
42. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Modularity
Face- ism Ratio
Figure-Ground Relationship
Prospect-Refuge
43. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Archetype
Modularity
80/20 Rule
44. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Readability
Iconic Representation
Cost-Benefit
Constancy
45. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Self- similarity
Framing
Baby-Face Bias
Classical Conditioning
46. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Law of Pragnanz
Common Fate
Three- Dimensional Projection
Uncertainty Principle
47. A ratio within the elements of a form - such as height to width - approximating 0.618.
80/20 Rule
Hierarchy of Needs (Design)
Structural Forms
Golden Ratio
48. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Cost-Benefit
Three- Dimensional Projection
Mnemonic Device
Top- Down Lighting Bias
49. The tendency for people to behave differently when they know they are being studied
Rule of Thirds
Hawthorne Effect
Three- Dimensional Projection
Operant Conditioning
50. 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.)
Legibility
Factor of Safety
Expectation Effect
Comparison