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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. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Placebo effect
Good Continuation
Framing
Factor of Safety
2. Pictures are remembered better than words.
Performance vs. Preference
Picture Superiority Effect
Hick's Law
Chunking
3. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Ockham's Razor
Operant Conditioning
Face- ism Ratio
Prototyping
4. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Exposure Effect
Face- ism Ratio
Serial Position Effects
Layering
5. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Defensible Space
Exposure Effect
Interference Effects
Picture Superiority Effect
6. A tendency to see objects and patterns as 3D when certain visual cues are present.
Forgiveness
Threat detection
Three- Dimensional Projection
Redundancy
7. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Closure
Uniform Connectedness
Performance vs. Preference
Signal- to- Noise Ratio
8. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Feedback Loop
Alignment
Von Restorff Effect
Hierarchy of Needs (Design)
9. Given a choice between functionally equivalent designs - the simplest design should be selected.
10. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Closure
Five Hat Racks
Performance Load
11. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Control
Von Restorff Effect
Cognitive Dissonance
12. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Alignment
Figure-Ground Relationship
Defensible Space
Rule of Thirds
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Entry Point
Weakest Link
Control
14. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Normal Distribution
Performance vs. Preference
Life Cycle
15. As the flexiblity of a system increases - its usability decreases.
Shaping
Flexibility-Usability Tradeoff
Expectation Effect
Threat detection
16. A technique for bringing attention to an area of text or image.
Defensible Space
Hierarchy of Needs (Design)
Hawthorne Effect
Highlighting
17. A property in which a form is made up of parts similar to the whole or to one another.
Rule of Thirds
Self- similarity
Normal Distribution
Placebo effect
18. 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.
Feedback Loop
Modularity
Good Continuation
Entry Point
19. The debgree to which prose can be understood - based on the complexity of words and sentences.
Fibonacci Sequence
Mnemonic Device
Readability
Demand Characteristics
20. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Consistency
Common Fate
Mental Model
Top- Down Lighting Bias
21. 80% of the effects generated by any large system are caused by 20% of the variables.
Five Hat Racks
Pygmalion Effect
Prospect-Refuge
80/20 Rule
22. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Iconic Representation
Five Hat Racks
Hawthorne Effect
Iteration
23. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Signal- to- Noise Ratio
Progressive Disclosure
Form Follows Function
Forgiveness
24. The time it takes to make a decision increases as the number of alternatives increases.
25. A process of repeating a set of operation until a specific result is achieved.
Proximity
Cost-Benefit
Hierarchy
Iteration
26. An attribute of an object that allows people to intuitively know how to use it
Progressive Disclosure
Affordance
Fibonacci Sequence
Prototyping
27. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Errors
Defensible Space
Mimicry
Life Cycle
28. A ratio within the elements of a form - such as height to width - approximating 0.618.
Shaping
Entry Point
Golden Ratio
Hawthorne Effect
29. 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.
Flexibility-Usability Tradeoff
Rosenthal Effect
Waist to Hip Ratio
Storytelling
30. Teachers treat students differently based on their expectations of how students will perform.
Chunking
Three- Dimensional Projection
Rosenthal Effect
Waist to Hip Ratio
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Fitts' Law
Layering
Chunking
32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Placebo effect
Operant Conditioning
Figure-Ground Relationship
33. A method of limiting the actions that can be performed on a system.
Constraint
Modularity
Fibonacci Sequence
Rule of Thirds
34. The usability of a system is improved when its status and methods of use are clearly visible.
Hierarchy
Storytelling
Mapping
Visibility
35. 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
Hierarchy of Needs (Design)
Performance vs. Preference
Life Cycle
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Golden Ratio
Classical Conditioning
Satisficing
Uniform Connectedness
37. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Maslow's Hierarchy of Needs
Immersion
Hierarchy
Scaling Fallacy
38. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Mental Model
Cost-Benefit
Visibility
Weakest Link
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Readability
Prototyping
Placebo effect
Five Hat Racks
40. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Archetype
Iconic Representation
Threat detection
Factor of Safety
41. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Halo Effect
Scaling Fallacy
Fitts' Law
42. 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
Entry Point
Waist to Hip Ratio
Mental Model
43. 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.
Entry Point
Storytelling
Performance vs. Preference
Redundancy
44. The relative ease with which a destination - idea - or concept may be reached.
Affordance
Modularity
Accessibility
Archetype
45. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Golden Ratio
Normal Distribution
Recognition over recall
46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Performance Load
80/20 Rule
Demand Characteristics
Threat detection
47. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Classical Conditioning
Prospect-Refuge
Face- ism Ratio
Uncertainty Principle
48. Elements that are close together are percieved to be more related than elements that are farther apart.
Accessibility
Satisficing
Proximity
Garbage In - Garbage Out
49. 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.)
Law of Pragnanz
Placebo effect
Expectation Effect
Shaping
50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Entry Point
Face- ism Ratio
Performance Load
Shaping