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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. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Closure
Confirmation
Good Continuation
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Consistency
Uniform Connectedness
Framing
Iteration
3. A process of repeating a set of operation until a specific result is achieved.
Iteration
Performance vs. Preference
Rosenthal Effect
Attractiveness Bias
4. 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.
Rosenthal Effect
Normal Distribution
Savanna Preference
Life Cycle
5. 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.
Golden Ratio
Readability
Mapping
Accessibility
6. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Life Cycle
Classical Conditioning
Uniform Connectedness
Face- ism Ratio
7. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Common Fate
Attractiveness Bias
Prospect-Refuge
Similarity
8. The process of using spatial and environmental information to navigate to a destination.
Threat detection
Iconic Representation
Wayfinding
Signal- to- Noise Ratio
9. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Similarity
Face- ism Ratio
Framing
Hick's Law
10. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Three- Dimensional Projection
Layering
Control
Prototyping
11. The tendency for people to behave differently when they know they are being studied
Convergence
Depth of Processing
Hawthorne Effect
Proximity
12. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Structural Forms
Placebo effect
Proximity
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Ockham's Razor
Legibility
Constraint
14. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Wayfinding
Fitts' Law
Comparison
Five Hat Racks
15. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Alignment
Visibility
Garbage In - Garbage Out
16. 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.
Hierarchy of Needs (Design)
Satisficing
Closure
Orientation Sensitivity
17. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Control
Wayfinding
Uncertainty Principle
18. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Picture Superiority Effect
Baby-Face Bias
Waist to Hip Ratio
19. A property of visual equivalence among elements in a form.
Maslow's Hierarchy of Needs
Symmetry
Similarity
Form Follows Function
20. The use of pictorial images to improve the recognition and recall of signs and controls.
Prospect-Refuge
Uniform Connectedness
Iconic Representation
Framing
21. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Visibility
Constancy
Threat detection
Ockham's Razor
22. 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)
Operant Conditioning
Recognition over recall
Symmetry
Scaling Fallacy
23. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Common Fate
Defensible Space
Cognitive Dissonance
Confirmation
24. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Redundancy
Hawthorne Effect
Immersion
Attractiveness Bias
25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Mimicry
Orientation Sensitivity
Errors
Garbage In - Garbage Out
26. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Uniform Connectedness
Attractiveness Bias
Mental Model
Storytelling
27. Elements that are similar are perceived to be more related than elements that are dissimilar.
Factor of Safety
Legibility
Similarity
Three- Dimensional Projection
28. 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.
Convergence
Feedback Loop
Visibility
Face- ism Ratio
29. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Consistency
Prototyping
Control
30. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Confirmation
Life Cycle
Mimicry
Performance vs. Preference
31. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Gutenberg Diagram
Visibility
Weakest Link
Defensible Space
32. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Layering
Legibility
Fitts' Law
Attractiveness Bias
33. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)
Readability
Cost-Benefit
Flexibility-Usability Tradeoff
Maslow's Hierarchy of Needs
34. The tendency for people to perform better or worse based on the expectations of another.
Placebo effect
Face- ism Ratio
Pygmalion Effect
Threat detection
35. As the flexiblity of a system increases - its usability decreases.
Figure-Ground Relationship
Hierarchy of Needs (Design)
Gutenberg Diagram
Flexibility-Usability Tradeoff
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Exposure Effect
Most Average Facial Appearance Effect
Savanna Preference
Satisficing
37. The usability of a system is improved when similar parts are expressed in similar ways.
Uncertainty Principle
Constraint
Consistency
Picture Superiority Effect
38. 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
Uniform Connectedness
Archetype
Development Cycle
39. 80% of the effects generated by any large system are caused by 20% of the variables.
Classical Conditioning
Fibonacci Sequence
80/20 Rule
Operant Conditioning
40. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
41. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Iteration
Top- Down Lighting Bias
Placebo effect
Redundancy
42. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Proximity
Expectation Effect
Rule of Thirds
Inverted Pyramid
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.
Framing
Visibility
Chunking
Feedback Loop
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Proximity
Performance Load
Pygmalion Effect
Mimicry
45. A sequence of numbers in which each number is the sum of the preceding two.
Signal- to- Noise Ratio
Development Cycle
Normal Distribution
Fibonacci Sequence
46. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Proximity
Attractiveness Bias
Accessibility
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Constancy
Proximity
Orientation Sensitivity
Feedback Loop
48. A technique for bringing attention to an area of text or image.
Baby-Face Bias
Recognition over recall
Mental Model
Highlighting
49. People understand and interact with systems and environments based on mental representations developed from experience.
Defensible Space
Layering
Mental Model
Control
50. An attribute of an object that allows people to intuitively know how to use it
Common Fate
Affordance
Iteration
Shaping