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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).
Scaling Fallacy
Demand Characteristics
Prospect-Refuge
Immersion
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Figure-Ground Relationship
Closure
Framing
Prototyping
3. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Iconic Representation
Forgiveness
Top- Down Lighting Bias
Similarity
4. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Layering
Rule of Thirds
Waist to Hip Ratio
5. Elements that are close together are percieved to be more related than elements that are farther apart.
Mimicry
Wayfinding
Proximity
Mental Model
6. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Closure
Mimicry
Five Hat Racks
7. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Accessibility
Halo Effect
Classical Conditioning
Cognitive Dissonance
8. An attribute of an object that allows people to intuitively know how to use it
Affordance
Operant Conditioning
Mimicry
Wayfinding
9. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mimicry
Hierarchy of Needs (Design)
Similarity
Hick's Law
10. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Gutenberg Diagram
Layering
Halo Effect
Factor of Safety
11. An action or ommission of action yielding an unintended result.
Accessibility
Most Average Facial Appearance Effect
Errors
Symmetry
12. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Proximity
Normal Distribution
Placebo effect
Gutenberg Diagram
13. 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
Face- ism Ratio
Weakest Link
Inverted Pyramid
14. 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.
Savanna Preference
Layering
Cognitive Dissonance
Expectation Effect
15. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Savanna Preference
Mnemonic Device
Archetype
16. Teachers treat students differently based on their expectations of how students will perform.
Form Follows Function
Rosenthal Effect
Immersion
Gutenberg Diagram
17. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Expectation Effect
Satisficing
Five Hat Racks
Redundancy
18. A process in which similar characteristics evolve independently in multiple systems.
Constancy
Flexibility-Usability Tradeoff
Placebo effect
Convergence
19. A method of limiting the actions that can be performed on a system.
Life Cycle
Expectation Effect
Rule of Thirds
Constraint
20. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
80/20 Rule
Storytelling
Weakest Link
Development Cycle
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)
Law of Pragnanz
Archetype
Face- ism Ratio
Progressive Disclosure
22. 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.
Mental Model
Picture Superiority Effect
Hierarchy of Needs (Design)
Self- similarity
23. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Inverted Pyramid
Placebo effect
Hierarchy of Needs (Design)
24. As the flexiblity of a system increases - its usability decreases.
Baby-Face Bias
Garbage In - Garbage Out
Flexibility-Usability Tradeoff
Life Cycle
25. The debgree to which prose can be understood - based on the complexity of words and sentences.
Inverted Pyramid
Iteration
Readability
Law of Pragnanz
26. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Scaling Fallacy
Exposure Effect
Entry Point
Top- Down Lighting Bias
27. 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.
Common Fate
Affordance
Interference Effects
Mapping
28. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Affordance
Confirmation
Pygmalion Effect
Depth of Processing
29. 80% of the effects generated by any large system are caused by 20% of the variables.
Orientation Sensitivity
Rule of Thirds
80/20 Rule
Fibonacci Sequence
30. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Forgiveness
Chunking
Garbage In - Garbage Out
31. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Prototyping
Progressive Disclosure
Five Hat Racks
Archetype
32. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Defensible Space
Serial Position Effects
Storytelling
33. The process of using spatial and environmental information to navigate to a destination.
Depth of Processing
Fitts' Law
Wayfinding
Symmetry
34. People understand and interact with systems and environments based on mental representations developed from experience.
Affordance
Mental Model
Von Restorff Effect
Exposure Effect
35. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Exposure Effect
Iconic Representation
Threat detection
Halo Effect
36. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Storytelling
Prototyping
Life Cycle
Placebo effect
37. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Form Follows Function
Modularity
Storytelling
Closure
38. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Constraint
Factor of Safety
Structural Forms
Alignment
39. The tendency for people to behave differently when they know they are being studied
Placebo effect
Hawthorne Effect
Iteration
Scaling Fallacy
40. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Factor of Safety
Shaping
Inverted Pyramid
Halo Effect
41. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Structural Forms
Five Hat Racks
Uniform Connectedness
42. A sequence of numbers in which each number is the sum of the preceding two.
Fitts' Law
Hawthorne Effect
Progressive Disclosure
Fibonacci Sequence
43. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
80/20 Rule
Closure
Self- similarity
Performance Load
44. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Comparison
Modularity
Mnemonic Device
Uniform Connectedness
45. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Modularity
Storytelling
Errors
Structural Forms
46. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Threat detection
Confirmation
Performance vs. Preference
Redundancy
47. Pictures are remembered better than words.
Rule of Thirds
Attractiveness Bias
Picture Superiority Effect
Interference Effects
48. The use of pictorial images to improve the recognition and recall of signs and controls.
Expectation Effect
Iconic Representation
Law of Pragnanz
Normal Distribution
49. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Convergence
Progressive Disclosure
Good Continuation
Proximity
50. 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.
Three- Dimensional Projection
Feedback Loop
Uniform Connectedness
Symmetry