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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. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Defensible Space
Form Follows Function
Figure-Ground Relationship
Waist to Hip Ratio
2. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Picture Superiority Effect
Depth of Processing
Chunking
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Waist to Hip Ratio
Hick's Law
Hierarchy of Needs (Design)
Similarity
4. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Storytelling
Hick's Law
Face- ism Ratio
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Affordance
Weakest Link
Iteration
Legibility
6. A technique that influences decision making and judgement by manipulating the way information is presented.
Cost-Benefit
Good Continuation
Uniform Connectedness
Framing
7. 80% of the effects generated by any large system are caused by 20% of the variables.
Hawthorne Effect
Accessibility
Classical Conditioning
80/20 Rule
8. 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
80/20 Rule
Factor of Safety
Expectation Effect
9. As the flexiblity of a system increases - its usability decreases.
Constraint
Prototyping
Iteration
Flexibility-Usability Tradeoff
10. 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.
Baby-Face Bias
Good Continuation
Structural Forms
Face- ism Ratio
11. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Orientation Sensitivity
Readability
Waist to Hip Ratio
Layering
12. A property of visual equivalence among elements in a form.
Symmetry
80/20 Rule
Confirmation
Depth of Processing
13. A method of limiting the actions that can be performed on a system.
Gutenberg Diagram
Constraint
Forgiveness
Factor of Safety
14. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Normal Distribution
Prototyping
Modularity
Iteration
15. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Comparison
Control
Errors
Law of Pragnanz
16. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Consistency
Baby-Face Bias
Pygmalion Effect
Interference Effects
17. 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
Mapping
Figure-Ground Relationship
18. 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
Weakest Link
Affordance
Common Fate
Three- Dimensional Projection
19. A ratio within the elements of a form - such as height to width - approximating 0.618.
Mnemonic Device
Rule of Thirds
Immersion
Golden Ratio
20. An action or ommission of action yielding an unintended result.
Law of Pragnanz
Normal Distribution
Archetype
Errors
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Normal Distribution
Uncertainty Principle
Interference Effects
Inverted Pyramid
22. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Hawthorne Effect
Wayfinding
Feedback Loop
23. A property in which a form is made up of parts similar to the whole or to one another.
Hierarchy of Needs (Design)
Self- similarity
Confirmation
Inverted Pyramid
24. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Highlighting
Classical Conditioning
Redundancy
Fitts' Law
25. The quality of system output is dependent on the quality of system input.
Savanna Preference
Modularity
Scaling Fallacy
Garbage In - Garbage Out
26. The time it takes to make a decision increases as the number of alternatives increases.
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27. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Forgiveness
Golden Ratio
Mimicry
Iteration
28. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Visibility
Exposure Effect
Closure
Symmetry
29. 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
Redundancy
Rule of Thirds
80/20 Rule
30. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Modularity
Serial Position Effects
Orientation Sensitivity
Iconic Representation
31. A tendency to see objects and patterns as 3D when certain visual cues are present.
Placebo effect
Readability
Archetype
Three- Dimensional Projection
32. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Symmetry
Depth of Processing
Progressive Disclosure
Satisficing
33. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Performance vs. Preference
Rule of Thirds
Cost-Benefit
34. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Normal Distribution
Wayfinding
Attractiveness Bias
35. Given a choice between functionally equivalent designs - the simplest design should be selected.
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36. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Five Hat Racks
Flexibility-Usability Tradeoff
Alignment
Mapping
37. 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.
Chunking
Rule of Thirds
Comparison
Pygmalion Effect
38. Elements that are close together are percieved to be more related than elements that are farther apart.
Uniform Connectedness
Proximity
Confirmation
Inverted Pyramid
39. The tendency for people to perform better or worse based on the expectations of another.
Classical Conditioning
Modularity
Pygmalion Effect
Serial Position Effects
40. 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)
Highlighting
Von Restorff Effect
Placebo effect
41. The process of using spatial and environmental information to navigate to a destination.
Signal- to- Noise Ratio
Wayfinding
Cost-Benefit
Uncertainty Principle
42. An attribute of an object that allows people to intuitively know how to use it
Modularity
Affordance
Symmetry
Figure-Ground Relationship
43. The tendency for people to behave differently when they know they are being studied
Feedback Loop
Hawthorne Effect
Affordance
Attractiveness Bias
44. Teachers treat students differently based on their expectations of how students will perform.
Chunking
Convergence
Demand Characteristics
Rosenthal Effect
45. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Performance Load
Waist to Hip Ratio
Iteration
Progressive Disclosure
46. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Framing
Orientation Sensitivity
Mnemonic Device
Signal- to- Noise Ratio
47. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Inverted Pyramid
Scaling Fallacy
Satisficing
Classical Conditioning
48. The debgree to which prose can be understood - based on the complexity of words and sentences.
Modularity
Constancy
Forgiveness
Readability
49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Convergence
Performance vs. Preference
Iconic Representation
Life Cycle
50. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Shaping
Symmetry
Performance vs. Preference