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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.
Defensible Space
Normal Distribution
Forgiveness
Readability
2. Patients experience treatment effects based on their belief that a treatment will work.
Scaling Fallacy
Placebo effect
Weakest Link
Life Cycle
3. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Modularity
Factor of Safety
Symmetry
Hierarchy
4. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Cognitive Dissonance
Entry Point
Hierarchy of Needs (Design)
Accessibility
5. The use of pictorial images to improve the recognition and recall of signs and controls.
Hierarchy of Needs (Design)
Factor of Safety
Iconic Representation
Development Cycle
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Hick's Law
Three- Dimensional Projection
Baby-Face Bias
7. Pictures are remembered better than words.
Prototyping
Errors
Readability
Picture Superiority Effect
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Proximity
Performance Load
Consistency
9. 80% of the effects generated by any large system are caused by 20% of the variables.
Similarity
80/20 Rule
Common Fate
Uniform Connectedness
10. 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
Comparison
Wayfinding
Common Fate
Mapping
11. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Fitts' Law
Placebo effect
Depth of Processing
12. People understand and interact with systems and environments based on mental representations developed from experience.
Most Average Facial Appearance Effect
Hawthorne Effect
Mental Model
Orientation Sensitivity
13. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Attractiveness Bias
Normal Distribution
Pygmalion Effect
Immersion
14. An original model on which something is patterned
Classical Conditioning
Archetype
Chunking
Recognition over recall
15. 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.
Uncertainty Principle
Expectation Effect
Performance vs. Preference
Savanna Preference
16. The usability of a system is improved when similar parts are expressed in similar ways.
Highlighting
Serial Position Effects
Consistency
Ockham's Razor
17. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Framing
Symmetry
Classical Conditioning
Cognitive Dissonance
18. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Prospect-Refuge
Picture Superiority Effect
Progressive Disclosure
Forgiveness
19. Memory for recognizing things is better than memory for recalling things.
Performance Load
Prototyping
Recognition over recall
Immersion
20. A technique that influences decision making and judgement by manipulating the way information is presented.
Modularity
Waist to Hip Ratio
Halo Effect
Framing
21. The tendency for people to perform better or worse based on the expectations of another.
Fitts' Law
Errors
Entry Point
Pygmalion Effect
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Fitts' Law
Placebo effect
Closure
Top- Down Lighting Bias
23. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Layering
Operant Conditioning
Performance vs. Preference
Defensible Space
24. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Self- similarity
Convergence
Law of Pragnanz
Entry Point
25. 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?)
Scaling Fallacy
Cost-Benefit
Rosenthal Effect
Visibility
26. The quality of system output is dependent on the quality of system input.
Structural Forms
Modularity
Readability
Garbage In - Garbage Out
27. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mimicry
Most Average Facial Appearance Effect
Uniform Connectedness
Cognitive Dissonance
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Fibonacci Sequence
Gutenberg Diagram
Alignment
Von Restorff Effect
29. 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.
Waist to Hip Ratio
Golden Ratio
Law of Pragnanz
Chunking
30. 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.
Waist to Hip Ratio
Factor of Safety
Legibility
Mapping
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Waist to Hip Ratio
Ockham's Razor
Hierarchy of Needs (Design)
Performance Load
32. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Visibility
Factor of Safety
Life Cycle
Immersion
33. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Redundancy
Consistency
Constraint
Shaping
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Affordance
Forgiveness
Fibonacci Sequence
Prospect-Refuge
36. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Rosenthal Effect
Maslow's Hierarchy of Needs
Threat detection
Accessibility
37. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Serial Position Effects
Affordance
Comparison
Control
38. As the flexiblity of a system increases - its usability decreases.
Iconic Representation
Highlighting
Flexibility-Usability Tradeoff
Hierarchy
39. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Waist to Hip Ratio
Life Cycle
Confirmation
Depth of Processing
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Golden Ratio
Structural Forms
Wayfinding
Exposure Effect
41. 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)
Symmetry
Consistency
Halo Effect
Scaling Fallacy
42. A technique for bringing attention to an area of text or image.
Highlighting
Hick's Law
Storytelling
Face- ism Ratio
43. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Halo Effect
Classical Conditioning
Proximity
Gutenberg Diagram
44. 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.
Threat detection
Forgiveness
Good Continuation
Chunking
45. The time required to move to a target is a function of the target size and distance to the target.
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46. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Archetype
Pygmalion Effect
Progressive Disclosure
47. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Modularity
Interference Effects
Savanna Preference
Maslow's Hierarchy of Needs
48. 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.
Layering
Exposure Effect
Hierarchy of Needs (Design)
Factor of Safety
49. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Constraint
Hawthorne Effect
Good Continuation
50. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Iteration
Hawthorne Effect
Hierarchy of Needs (Design)
Rule of Thirds