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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. 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.
Archetype
Savanna Preference
Structural Forms
Threat detection
2. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Hierarchy of Needs (Design)
Similarity
Satisficing
3. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Hierarchy
Errors
Golden Ratio
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Mnemonic Device
Serial Position Effects
Waist to Hip Ratio
5. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Rule of Thirds
Structural Forms
Satisficing
Savanna Preference
6. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Rosenthal Effect
Hierarchy
Mental Model
Attractiveness Bias
7. A process of repeating a set of operation until a specific result is achieved.
Uniform Connectedness
Cognitive Dissonance
Hierarchy of Needs (Design)
Iteration
8. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Feedback Loop
Chunking
Legibility
Prospect-Refuge
9. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Orientation Sensitivity
Iconic Representation
Performance Load
10. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Entry Point
Development Cycle
Forgiveness
Ockham's Razor
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Self- similarity
Maslow's Hierarchy of Needs
Symmetry
Closure
12. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Von Restorff Effect
Flexibility-Usability Tradeoff
Chunking
Threat detection
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Figure-Ground Relationship
Storytelling
Attractiveness Bias
Constraint
14. Memory for recognizing things is better than memory for recalling things.
Good Continuation
Recognition over recall
Hierarchy of Needs (Design)
Factor of Safety
15. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Redundancy
Operant Conditioning
Modularity
Mapping
16. Given a choice between functionally equivalent designs - the simplest design should be selected.
17. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Immersion
Uniform Connectedness
Face- ism Ratio
18. An attribute of an object that allows people to intuitively know how to use it
Orientation Sensitivity
Affordance
Waist to Hip Ratio
Archetype
19. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Mnemonic Device
Picture Superiority Effect
Form Follows Function
Consistency
20. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Chunking
Forgiveness
Framing
Law of Pragnanz
21. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Weakest Link
Convergence
Interference Effects
Face- ism Ratio
22. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Threat detection
Wayfinding
Mnemonic Device
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Redundancy
Face- ism Ratio
Form Follows Function
Satisficing
24. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Highlighting
Shaping
Inverted Pyramid
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Convergence
Waist to Hip Ratio
Layering
26. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Confirmation
Recognition over recall
Depth of Processing
Signal- to- Noise Ratio
27. As the flexiblity of a system increases - its usability decreases.
Structural Forms
Chunking
Flexibility-Usability Tradeoff
Orientation Sensitivity
28. A technique that influences decision making and judgement by manipulating the way information is presented.
Placebo effect
Classical Conditioning
Framing
Self- similarity
29. 80% of the effects generated by any large system are caused by 20% of the variables.
Confirmation
80/20 Rule
Closure
Law of Pragnanz
30. 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
Uniform Connectedness
Common Fate
Progressive Disclosure
Maslow's Hierarchy of Needs
31. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Redundancy
Demand Characteristics
Iteration
Hierarchy of Needs (Design)
32. Pictures are remembered better than words.
Attractiveness Bias
Depth of Processing
Picture Superiority Effect
Cognitive Dissonance
33. 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.
Readability
Prototyping
Constraint
Hierarchy of Needs (Design)
34. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
80/20 Rule
Savanna Preference
Orientation Sensitivity
Fitts' Law
35. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Constraint
Baby-Face Bias
Performance vs. Preference
36. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hawthorne Effect
Hierarchy of Needs (Design)
Comparison
Threat detection
37. The tendency for people to perform better or worse based on the expectations of another.
Satisficing
Hierarchy of Needs (Design)
Mnemonic Device
Pygmalion Effect
38. The process of using spatial and environmental information to navigate to a destination.
Maslow's Hierarchy of Needs
Wayfinding
Uncertainty Principle
Hawthorne Effect
39. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Visibility
Maslow's Hierarchy of Needs
Structural Forms
Signal- to- Noise Ratio
40. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Operant Conditioning
Mnemonic Device
Constraint
Hierarchy of Needs (Design)
41. The usability of a system is improved when its status and methods of use are clearly visible.
Storytelling
Law of Pragnanz
Scaling Fallacy
Visibility
42. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Cost-Benefit
Alignment
Storytelling
Chunking
43. 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.
Alignment
Three- Dimensional Projection
Chunking
Mapping
44. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Mapping
Visibility
Three- Dimensional Projection
Prospect-Refuge
45. 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.
Von Restorff Effect
Similarity
Redundancy
Mimicry
46. A ratio within the elements of a form - such as height to width - approximating 0.618.
Mimicry
Golden Ratio
Law of Pragnanz
Similarity
47. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Weakest Link
Layering
Life Cycle
Orientation Sensitivity
48. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Performance vs. Preference
Exposure Effect
Placebo effect
Hick's Law
49. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Cost-Benefit
Similarity
Immersion
Figure-Ground Relationship
50. An original model on which something is patterned
Depth of Processing
Iconic Representation
Archetype
Signal- to- Noise Ratio