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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).
Redundancy
Prospect-Refuge
Gutenberg Diagram
Five Hat Racks
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Interference Effects
Defensible Space
Uncertainty Principle
3. 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
Constraint
Inverted Pyramid
Law of Pragnanz
4. A method of limiting the actions that can be performed on a system.
Symmetry
Constraint
Attractiveness Bias
Garbage In - Garbage Out
5. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Proximity
Face- ism Ratio
Ockham's Razor
Exposure Effect
6. Elements that are close together are percieved to be more related than elements that are farther apart.
Hierarchy
Development Cycle
Gutenberg Diagram
Proximity
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mimicry
Similarity
Garbage In - Garbage Out
Visibility
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
80/20 Rule
Mimicry
Prospect-Refuge
9. An attribute of an object that allows people to intuitively know how to use it
Hierarchy of Needs (Design)
Affordance
Good Continuation
Garbage In - Garbage Out
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Convergence
Constancy
Visibility
Forgiveness
11. 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.)
Inverted Pyramid
Framing
Expectation Effect
Good Continuation
12. 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.
Confirmation
Waist to Hip Ratio
Feedback Loop
Storytelling
13. The quality of system output is dependent on the quality of system input.
Comparison
Garbage In - Garbage Out
Ockham's Razor
Mental Model
14. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Mental Model
Cognitive Dissonance
Performance Load
15. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Von Restorff Effect
Comparison
Fitts' Law
16. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Development Cycle
Uncertainty Principle
Iconic Representation
Immersion
17. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Structural Forms
Shaping
Figure-Ground Relationship
Satisficing
18. The time required to move to a target is a function of the target size and distance to the target.
19. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Feedback Loop
Threat detection
Progressive Disclosure
Affordance
20. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Ockham's Razor
Similarity
Scaling Fallacy
Von Restorff Effect
21. Patients experience treatment effects based on their belief that a treatment will work.
Control
Depth of Processing
Placebo effect
Hawthorne Effect
22. 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.
Mapping
Three- Dimensional Projection
Feedback Loop
Proximity
23. 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.
Cognitive Dissonance
Top- Down Lighting Bias
Pygmalion Effect
Good Continuation
24. The time it takes to make a decision increases as the number of alternatives increases.
25. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Shaping
Performance vs. Preference
Factor of Safety
Waist to Hip Ratio
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
80/20 Rule
Rosenthal Effect
Mnemonic Device
Immersion
27. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Pygmalion Effect
Three- Dimensional Projection
Depth of Processing
Orientation Sensitivity
28. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Demand Characteristics
Visibility
Forgiveness
29. 80% of the effects generated by any large system are caused by 20% of the variables.
Hierarchy
Iteration
80/20 Rule
Mental Model
30. 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
Framing
Inverted Pyramid
Savanna Preference
31. 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)
Cost-Benefit
Scaling Fallacy
Mimicry
Framing
32. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Uniform Connectedness
Life Cycle
Redundancy
Picture Superiority Effect
33. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Top- Down Lighting Bias
Shaping
Hierarchy of Needs (Design)
Halo Effect
34. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Forgiveness
Prospect-Refuge
Gutenberg Diagram
35. 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
Fibonacci Sequence
Chunking
Convergence
Common Fate
36. Pictures are remembered better than words.
Picture Superiority Effect
Threat detection
Prospect-Refuge
Structural Forms
37. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Threat detection
Most Average Facial Appearance Effect
Weakest Link
80/20 Rule
38. 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?)
Factor of Safety
Inverted Pyramid
Placebo effect
Cost-Benefit
39. The usability of a system is improved when its status and methods of use are clearly visible.
Uncertainty Principle
Comparison
Performance Load
Visibility
40. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Structural Forms
Cognitive Dissonance
Progressive Disclosure
41. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Classical Conditioning
Prototyping
Shaping
Entry Point
42. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Common Fate
Performance Load
Modularity
43. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Depth of Processing
Five Hat Racks
Affordance
Alignment
44. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Garbage In - Garbage Out
Expectation Effect
Picture Superiority Effect
45. A process in which similar characteristics evolve independently in multiple systems.
Recognition over recall
Convergence
Mimicry
Threat detection
46. 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.
Uncertainty Principle
Legibility
Prototyping
Redundancy
47. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Legibility
Law of Pragnanz
Prospect-Refuge
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Self- similarity
Operant Conditioning
Archetype
Hierarchy
49. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Layering
Modularity
Constancy
Threat detection
50. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Halo Effect
Shaping
Factor of Safety
Five Hat Racks