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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 space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Shaping
Defensible Space
Fibonacci Sequence
Placebo effect
2. 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.)
Good Continuation
Shaping
Expectation Effect
Top- Down Lighting Bias
3. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Operant Conditioning
Performance Load
Iteration
Gutenberg Diagram
4. 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.
Proximity
Errors
Good Continuation
Depth of Processing
5. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Confirmation
Satisficing
Iteration
Classical Conditioning
6. The debgree to which prose can be understood - based on the complexity of words and sentences.
Confirmation
Readability
Symmetry
Mnemonic Device
7. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Mental Model
Inverted Pyramid
Symmetry
8. People understand and interact with systems and environments based on mental representations developed from experience.
Garbage In - Garbage Out
Mental Model
Accessibility
Performance Load
9. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Convergence
Rule of Thirds
Attractiveness Bias
Factor of Safety
10. Memory for recognizing things is better than memory for recalling things.
Storytelling
Von Restorff Effect
Confirmation
Recognition over recall
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Prototyping
Mapping
Control
Performance vs. Preference
12. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Waist to Hip Ratio
Classical Conditioning
Inverted Pyramid
Depth of Processing
13. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Prototyping
Top- Down Lighting Bias
Proximity
14. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Modularity
Fitts' Law
Maslow's Hierarchy of Needs
Constancy
15. The relative ease with which a destination - idea - or concept may be reached.
Weakest Link
Accessibility
Confirmation
Mental Model
16. 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.
Constraint
Hick's Law
Chunking
Rosenthal Effect
17. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Redundancy
Entry Point
Shaping
18. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Iteration
Signal- to- Noise Ratio
Baby-Face Bias
Von Restorff Effect
19. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Figure-Ground Relationship
Modularity
Cost-Benefit
20. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hawthorne Effect
Operant Conditioning
Consistency
Constancy
21. 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.
Operant Conditioning
Hick's Law
Redundancy
Classical Conditioning
22. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Mnemonic Device
Inverted Pyramid
Similarity
Immersion
23. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Maslow's Hierarchy of Needs
Three- Dimensional Projection
Normal Distribution
Storytelling
24. Teachers treat students differently based on their expectations of how students will perform.
Garbage In - Garbage Out
Feedback Loop
Rosenthal Effect
Savanna Preference
25. 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
Performance vs. Preference
Control
Figure-Ground Relationship
26. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Mapping
Halo Effect
Most Average Facial Appearance Effect
Uncertainty Principle
27. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Progressive Disclosure
Structural Forms
Alignment
Storytelling
28. The usability of a system is improved when similar parts are expressed in similar ways.
Picture Superiority Effect
Consistency
Prototyping
Recognition over recall
29. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Structural Forms
Cost-Benefit
Classical Conditioning
30. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Maslow's Hierarchy of Needs
Common Fate
Accessibility
Performance vs. Preference
31. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Factor of Safety
Hierarchy
Readability
Law of Pragnanz
32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Archetype
Entry Point
Mental Model
Structural Forms
33. The time required to move to a target is a function of the target size and distance to the target.
34. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mimicry
Comparison
Accessibility
Layering
35. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Convergence
Feedback Loop
80/20 Rule
Halo Effect
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Cognitive Dissonance
Entry Point
Garbage In - Garbage Out
37. A process in which similar characteristics evolve independently in multiple systems.
Progressive Disclosure
Convergence
Three- Dimensional Projection
Mnemonic Device
38. Elements that are close together are percieved to be more related than elements that are farther apart.
Gutenberg Diagram
Readability
Proximity
Chunking
39. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Weakest Link
Entry Point
Good Continuation
Mnemonic Device
40. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Entry Point
Modularity
Highlighting
Development Cycle
41. The process of using spatial and environmental information to navigate to a destination.
Uniform Connectedness
Wayfinding
Weakest Link
Development Cycle
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Garbage In - Garbage Out
Symmetry
Convergence
43. The use of pictorial images to improve the recognition and recall of signs and controls.
Baby-Face Bias
Iconic Representation
Chunking
Picture Superiority Effect
44. A technique for bringing attention to an area of text or image.
Weakest Link
Highlighting
Errors
Hierarchy
45. 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)
Classical Conditioning
Similarity
Exposure Effect
Scaling Fallacy
46. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Golden Ratio
Prospect-Refuge
Cost-Benefit
Scaling Fallacy
47. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Placebo effect
Cost-Benefit
Rule of Thirds
Legibility
48. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Halo Effect
Entry Point
Prototyping
Self- similarity
49. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Immersion
Self- similarity
Readability
Mimicry
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Shaping
Common Fate
Mapping