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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 method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Constraint
Classical Conditioning
Self- similarity
2. The tendency for people to perform better or worse based on the expectations of another.
Modularity
Pygmalion Effect
Forgiveness
Highlighting
3. An action or ommission of action yielding an unintended result.
Errors
Rule of Thirds
Common Fate
Uniform Connectedness
4. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Satisficing
Normal Distribution
Weakest Link
Fitts' Law
5. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Golden Ratio
Performance Load
Placebo effect
6. The quality of system output is dependent on the quality of system input.
Expectation Effect
Garbage In - Garbage Out
Modularity
Depth of Processing
7. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Exposure Effect
Framing
Flexibility-Usability Tradeoff
8. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Garbage In - Garbage Out
Entry Point
Hick's Law
Immersion
9. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Constancy
Performance vs. Preference
Most Average Facial Appearance Effect
Pygmalion Effect
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Comparison
Attractiveness Bias
Consistency
Proximity
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Demand Characteristics
Affordance
80/20 Rule
Satisficing
12. 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.
Constancy
Serial Position Effects
Maslow's Hierarchy of Needs
Archetype
13. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Alignment
Framing
Control
Waist to Hip Ratio
14. 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
Mental Model
Hierarchy of Needs (Design)
Common Fate
Von Restorff Effect
15. People understand and interact with systems and environments based on mental representations developed from experience.
Immersion
Depth of Processing
Mental Model
Mimicry
16. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Three- Dimensional Projection
Shaping
Scaling Fallacy
17. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Expectation Effect
Wayfinding
Prospect-Refuge
Modularity
18. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Prototyping
Symmetry
Halo Effect
Inverted Pyramid
19. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Life Cycle
Exposure Effect
Fibonacci Sequence
Structural Forms
20. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Weakest Link
Waist to Hip Ratio
Classical Conditioning
21. 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
Comparison
Von Restorff Effect
Common Fate
22. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Storytelling
Mapping
Alignment
Operant Conditioning
23. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Picture Superiority Effect
Pygmalion Effect
Hawthorne Effect
24. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Three- Dimensional Projection
Cognitive Dissonance
Alignment
Entry Point
25. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mnemonic Device
Exposure Effect
Constancy
Three- Dimensional Projection
26. 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
Three- Dimensional Projection
Gutenberg Diagram
Feedback Loop
27. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Depth of Processing
Wayfinding
Ockham's Razor
Rule of Thirds
28. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Confirmation
Cognitive Dissonance
Signal- to- Noise Ratio
29. 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.
Signal- to- Noise Ratio
Savanna Preference
Face- ism Ratio
Normal Distribution
30. 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)
Modularity
Scaling Fallacy
Uniform Connectedness
Wayfinding
31. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Savanna Preference
Demand Characteristics
Errors
32. 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.
Depth of Processing
Chunking
Gutenberg Diagram
Halo Effect
33. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Normal Distribution
Redundancy
Cost-Benefit
34. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Comparison
Affordance
Feedback Loop
Gutenberg Diagram
35. As the flexiblity of a system increases - its usability decreases.
Mnemonic Device
Flexibility-Usability Tradeoff
Demand Characteristics
Self- similarity
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Fitts' Law
Constancy
Maslow's Hierarchy of Needs
Five Hat Racks
37. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Operant Conditioning
Similarity
Proximity
38. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Flexibility-Usability Tradeoff
Prospect-Refuge
Wayfinding
Layering
39. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Threat detection
Convergence
Flexibility-Usability Tradeoff
Development Cycle
40. 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?)
Cost-Benefit
Top- Down Lighting Bias
Signal- to- Noise Ratio
Convergence
41. A method of limiting the actions that can be performed on a system.
Common Fate
Constraint
Symmetry
Exposure Effect
42. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Inverted Pyramid
Top- Down Lighting Bias
Law of Pragnanz
Fibonacci Sequence
43. A ratio within the elements of a form - such as height to width - approximating 0.618.
Serial Position Effects
Golden Ratio
Shaping
Baby-Face Bias
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
45. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Life Cycle
Entry Point
Five Hat Racks
Placebo effect
46. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Prospect-Refuge
Alignment
Structural Forms
Hierarchy
47. The time required to move to a target is a function of the target size and distance to the target.
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Structural Forms
Uniform Connectedness
Expectation Effect
Placebo effect
49. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Orientation Sensitivity
Attractiveness Bias
Storytelling
Legibility
50. A process of repeating a set of operation until a specific result is achieved.
Placebo effect
Iteration
Entry Point
Inverted Pyramid