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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 tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Placebo effect
Baby-Face Bias
Prospect-Refuge
Savanna Preference
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Mental Model
Development Cycle
Demand Characteristics
3. The tendency for people to perform better or worse based on the expectations of another.
Performance vs. Preference
Ockham's Razor
Pygmalion Effect
Confirmation
4. An original model on which something is patterned
Archetype
Self- similarity
Picture Superiority Effect
Threat detection
5. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Similarity
Threat detection
Uncertainty Principle
Inverted Pyramid
6. As the flexiblity of a system increases - its usability decreases.
Exposure Effect
Iteration
Flexibility-Usability Tradeoff
Storytelling
7. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Layering
Forgiveness
Classical Conditioning
Demand Characteristics
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Iconic Representation
Expectation Effect
Classical Conditioning
Normal Distribution
9. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Halo Effect
Weakest Link
Prospect-Refuge
Rule of Thirds
10. Memory for recognizing things is better than memory for recalling things.
Shaping
Similarity
Recognition over recall
Comparison
11. The usability of a system is improved when similar parts are expressed in similar ways.
Face- ism Ratio
Defensible Space
Form Follows Function
Consistency
12. The debgree to which prose can be understood - based on the complexity of words and sentences.
Modularity
Uncertainty Principle
Readability
Structural Forms
13. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hierarchy of Needs (Design)
Defensible Space
Form Follows Function
Flexibility-Usability Tradeoff
14. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Mimicry
Hick's Law
Consistency
15. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Fibonacci Sequence
Law of Pragnanz
Hierarchy
Layering
16. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Operant Conditioning
Progressive Disclosure
Ockham's Razor
Figure-Ground Relationship
17. 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.
Normal Distribution
Feedback Loop
Archetype
Development Cycle
18. The time it takes to make a decision increases as the number of alternatives increases.
19. A property of visual equivalence among elements in a form.
Chunking
Symmetry
Exposure Effect
Development Cycle
20. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Symmetry
Interference Effects
Constancy
Inverted Pyramid
21. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Picture Superiority Effect
Factor of Safety
Entry Point
Law of Pragnanz
22. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Fitts' Law
Cognitive Dissonance
Top- Down Lighting Bias
23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Consistency
Interference Effects
Shaping
Halo Effect
24. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Scaling Fallacy
Cognitive Dissonance
Shaping
25. 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)
Scaling Fallacy
Recognition over recall
Golden Ratio
Immersion
26. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Inverted Pyramid
Picture Superiority Effect
Gutenberg Diagram
Pygmalion Effect
27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Comparison
Mimicry
Hierarchy
Archetype
28. 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.
Normal Distribution
Picture Superiority Effect
Serial Position Effects
Pygmalion Effect
29. 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.
Redundancy
Progressive Disclosure
Attractiveness Bias
Immersion
30. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Framing
Mental Model
Inverted Pyramid
Modularity
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Five Hat Racks
Comparison
Weakest Link
32. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Face- ism Ratio
Fitts' Law
Errors
Inverted Pyramid
33. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Savanna Preference
Five Hat Racks
Framing
34. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Waist to Hip Ratio
Maslow's Hierarchy of Needs
Development Cycle
35. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Weakest Link
Depth of Processing
Rule of Thirds
Structural Forms
36. 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.
Closure
Factor of Safety
Expectation Effect
Good Continuation
37. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Fitts' Law
Savanna Preference
Development Cycle
38. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Readability
Classical Conditioning
Baby-Face Bias
Waist to Hip Ratio
39. A process in which similar characteristics evolve independently in multiple systems.
80/20 Rule
Demand Characteristics
Hick's Law
Convergence
40. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Flexibility-Usability Tradeoff
Halo Effect
Interference Effects
41. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Weakest Link
Rule of Thirds
Operant Conditioning
42. 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.
Closure
Form Follows Function
Mapping
Progressive Disclosure
43. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Waist to Hip Ratio
Face- ism Ratio
Halo Effect
44. An action or ommission of action yielding an unintended result.
Most Average Facial Appearance Effect
Development Cycle
Errors
Prototyping
45. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hick's Law
Three- Dimensional Projection
Orientation Sensitivity
Comparison
46. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Inverted Pyramid
Ockham's Razor
Garbage In - Garbage Out
47. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Defensible Space
Development Cycle
Hick's Law
Prototyping
48. 80% of the effects generated by any large system are caused by 20% of the variables.
Halo Effect
Comparison
80/20 Rule
Performance Load
49. 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.
Gutenberg Diagram
Savanna Preference
Waist to Hip Ratio
Control
50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Waist to Hip Ratio
Cognitive Dissonance
Orientation Sensitivity
Halo Effect