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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 technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Structural Forms
Classical Conditioning
Factor of Safety
Operant Conditioning
2. A ratio within the elements of a form - such as height to width - approximating 0.618.
Shaping
Performance vs. Preference
Golden Ratio
Satisficing
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Prototyping
Hick's Law
Similarity
Picture Superiority Effect
4. A technique that influences decision making and judgement by manipulating the way information is presented.
Interference Effects
Framing
Life Cycle
Common Fate
5. 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
Mapping
Mental Model
Weakest Link
6. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Rosenthal Effect
Baby-Face Bias
Halo Effect
Classical Conditioning
7. 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
Interference Effects
Fibonacci Sequence
Convergence
8. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Flexibility-Usability Tradeoff
Forgiveness
Hierarchy of Needs (Design)
Figure-Ground Relationship
9. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Cognitive Dissonance
Layering
Framing
Affordance
10. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Iconic Representation
Gutenberg Diagram
Operant Conditioning
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Fitts' Law
Golden Ratio
Closure
Defensible Space
12. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Operant Conditioning
Uncertainty Principle
Top- Down Lighting Bias
Archetype
13. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Prospect-Refuge
Immersion
Exposure Effect
Performance vs. Preference
14. The time required to move to a target is a function of the target size and distance to the target.
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15. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Depth of Processing
Visibility
Confirmation
Demand Characteristics
16. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Interference Effects
Expectation Effect
Classical Conditioning
17. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Layering
80/20 Rule
Depth of Processing
Five Hat Racks
18. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Law of Pragnanz
Form Follows Function
Performance vs. Preference
Figure-Ground Relationship
19. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Mnemonic Device
Prototyping
Good Continuation
Exposure Effect
20. 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.
Signal- to- Noise Ratio
Consistency
Redundancy
Mimicry
21. The time it takes to make a decision increases as the number of alternatives increases.
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22. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Uniform Connectedness
Law of Pragnanz
Rule of Thirds
23. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Operant Conditioning
Maslow's Hierarchy of Needs
Signal- to- Noise Ratio
24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Performance Load
Highlighting
Von Restorff Effect
25. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Progressive Disclosure
Normal Distribution
Forgiveness
80/20 Rule
26. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Exposure Effect
Legibility
Picture Superiority Effect
Control
27. People understand and interact with systems and environments based on mental representations developed from experience.
Prospect-Refuge
Law of Pragnanz
Mental Model
Mapping
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.
Serial Position Effects
Confirmation
Halo Effect
Entry Point
29. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Storytelling
Garbage In - Garbage Out
Self- similarity
Law of Pragnanz
30. 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
Confirmation
Accessibility
Structural Forms
31. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Depth of Processing
Iteration
Structural Forms
Proximity
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Structural Forms
Shaping
Framing
Signal- to- Noise Ratio
33. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Garbage In - Garbage Out
Fitts' Law
Scaling Fallacy
34. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Errors
Rule of Thirds
Normal Distribution
35. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Placebo effect
Attractiveness Bias
Feedback Loop
36. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Performance vs. Preference
Development Cycle
Interference Effects
Convergence
37. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Placebo effect
Performance Load
Classical Conditioning
Normal Distribution
38. A method of limiting the actions that can be performed on a system.
Constraint
Defensible Space
Redundancy
Highlighting
39. 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)
Fibonacci Sequence
Symmetry
Scaling Fallacy
Uncertainty Principle
40. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Control
Five Hat Racks
Performance vs. Preference
Mental Model
41. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Flexibility-Usability Tradeoff
Cognitive Dissonance
Forgiveness
Gutenberg Diagram
42. Pictures are remembered better than words.
Pygmalion Effect
Confirmation
Demand Characteristics
Picture Superiority Effect
43. 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.
Five Hat Racks
Entry Point
Savanna Preference
Normal Distribution
44. A process of repeating a set of operation until a specific result is achieved.
Hawthorne Effect
Mapping
Visibility
Iteration
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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46. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Three- Dimensional Projection
Garbage In - Garbage Out
Archetype
47. 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.
Hawthorne Effect
Waist to Hip Ratio
Picture Superiority Effect
Mimicry
48. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Ockham's Razor
Control
Proximity
Defensible Space
49. The tendency for people to perform better or worse based on the expectations of another.
Control
Proximity
Maslow's Hierarchy of Needs
Pygmalion Effect
50. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Law of Pragnanz
Halo Effect
Forgiveness
Figure-Ground Relationship