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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 Gestalt principle of organization holding that aspects of perceptual field that move or function in a similar manner will be perceived as a unit
Common Fate
Garbage In - Garbage Out
Visibility
Exposure Effect
2. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Interference Effects
Good Continuation
Exposure Effect
Gutenberg Diagram
3. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Expectation Effect
Good Continuation
Redundancy
4. An original model on which something is patterned
Archetype
Errors
Demand Characteristics
Framing
5. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Wayfinding
Immersion
Self- similarity
Golden Ratio
6. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Factor of Safety
Von Restorff Effect
Self- similarity
Structural Forms
7. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Progressive Disclosure
Development Cycle
Similarity
Wayfinding
8. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Visibility
Most Average Facial Appearance Effect
Weakest Link
Archetype
9. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Alignment
Readability
Weakest Link
10. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Scaling Fallacy
Life Cycle
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
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.
Factor of Safety
Alignment
Life Cycle
Good Continuation
12. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Gutenberg Diagram
Top- Down Lighting Bias
Constraint
Structural Forms
13. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Maslow's Hierarchy of Needs
Rule of Thirds
Satisficing
Face- ism Ratio
14. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Consistency
Recognition over recall
Storytelling
15. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Visibility
Mapping
Pygmalion Effect
Operant Conditioning
16. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Self- similarity
17. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Defensible Space
Entry Point
Von Restorff Effect
Face- ism Ratio
18. The debgree to which prose can be understood - based on the complexity of words and sentences.
Archetype
Maslow's Hierarchy of Needs
Hawthorne Effect
Readability
19. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Cost-Benefit
Signal- to- Noise Ratio
Rosenthal Effect
Progressive Disclosure
20. A sequence of numbers in which each number is the sum of the preceding two.
Redundancy
Feedback Loop
Fibonacci Sequence
Rosenthal Effect
21. An action or ommission of action yielding an unintended result.
Wayfinding
Flexibility-Usability Tradeoff
Errors
Three- Dimensional Projection
22. A ratio within the elements of a form - such as height to width - approximating 0.618.
Shaping
Golden Ratio
Von Restorff Effect
Flexibility-Usability Tradeoff
23. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Serial Position Effects
Face- ism Ratio
Top- Down Lighting Bias
Common Fate
24. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Proximity
Life Cycle
Top- Down Lighting Bias
25. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Classical Conditioning
Iteration
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Defensible Space
Uniform Connectedness
Expectation Effect
Mimicry
27. A property in which a form is made up of parts similar to the whole or to one another.
Von Restorff Effect
Convergence
Self- similarity
Hick's Law
28. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Hierarchy
Errors
Cognitive Dissonance
Forgiveness
29. A method of limiting the actions that can be performed on a system.
Constraint
Inverted Pyramid
Hierarchy of Needs (Design)
Satisficing
30. Memory for recognizing things is better than memory for recalling things.
Feedback Loop
Recognition over recall
Gutenberg Diagram
Placebo effect
31. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Law of Pragnanz
Legibility
Form Follows Function
Placebo effect
32. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Alignment
Normal Distribution
Immersion
Uniform Connectedness
33. Pictures are remembered better than words.
Mental Model
Picture Superiority Effect
Uncertainty Principle
Cost-Benefit
34. A technique that influences decision making and judgement by manipulating the way information is presented.
Immersion
Accessibility
Consistency
Framing
35. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Comparison
Constraint
Demand Characteristics
Iteration
36. 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.
Maslow's Hierarchy of Needs
Expectation Effect
Satisficing
Chunking
37. The relative ease with which a destination - idea - or concept may be reached.
Chunking
Garbage In - Garbage Out
Constraint
Accessibility
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Attractiveness Bias
Signal- to- Noise Ratio
Shaping
Errors
39. The time required to move to a target is a function of the target size and distance to the target.
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40. 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.
Mimicry
Halo Effect
Golden Ratio
Hierarchy of Needs (Design)
41. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Hierarchy
Serial Position Effects
Control
42. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Storytelling
Figure-Ground Relationship
Life Cycle
Prototyping
43. A process in which similar characteristics evolve independently in multiple systems.
Normal Distribution
Convergence
Exposure Effect
Figure-Ground Relationship
44. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Most Average Facial Appearance Effect
Operant Conditioning
Uncertainty Principle
Five Hat Racks
45. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Weakest Link
Orientation Sensitivity
Uncertainty Principle
Rule of Thirds
46. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Top- Down Lighting Bias
Comparison
Shaping
Performance vs. Preference
47. A technique for bringing attention to an area of text or image.
Fibonacci Sequence
Forgiveness
80/20 Rule
Highlighting
48. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Common Fate
Performance Load
Storytelling
Inverted Pyramid
49. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Picture Superiority Effect
Hick's Law
Redundancy
Mnemonic Device
50. 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.
Waist to Hip Ratio
Layering
Savanna Preference
Framing