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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 state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Halo Effect
Picture Superiority Effect
Readability
2. Patients experience treatment effects based on their belief that a treatment will work.
Alignment
Placebo effect
Waist to Hip Ratio
Classical Conditioning
3. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Mimicry
Structural Forms
Self- similarity
Attractiveness Bias
4. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Similarity
Defensible Space
Layering
Readability
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Figure-Ground Relationship
Convergence
Legibility
Orientation Sensitivity
6. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Control
Modularity
Operant Conditioning
7. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Chunking
80/20 Rule
Performance vs. Preference
Demand Characteristics
8. 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
Common Fate
Picture Superiority Effect
Life Cycle
Errors
9. A sequence of numbers in which each number is the sum of the preceding two.
Prototyping
Fibonacci Sequence
Mnemonic Device
Golden Ratio
10. 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.
Redundancy
Affordance
Development Cycle
Classical Conditioning
11. 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.
Common Fate
Immersion
Good Continuation
Attractiveness Bias
12. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Forgiveness
Cognitive Dissonance
Self- similarity
Threat detection
13. A method of limiting the actions that can be performed on a system.
Ockham's Razor
Constraint
Fitts' Law
Face- ism Ratio
14. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Forgiveness
Life Cycle
Modularity
15. 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)
Picture Superiority Effect
Scaling Fallacy
Operant Conditioning
Rosenthal Effect
16. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Cost-Benefit
Convergence
Performance Load
Operant Conditioning
17. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Rule of Thirds
Mnemonic Device
Iteration
Wayfinding
18. Elements that are close together are percieved to be more related than elements that are farther apart.
Entry Point
Proximity
Most Average Facial Appearance Effect
Scaling Fallacy
19. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
80/20 Rule
Hierarchy
Prototyping
Halo Effect
20. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Iconic Representation
Baby-Face Bias
Cognitive Dissonance
Uncertainty Principle
21. 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.
Feedback Loop
Factor of Safety
Prototyping
Archetype
22. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Demand Characteristics
Framing
Cost-Benefit
23. The debgree to which prose can be understood - based on the complexity of words and sentences.
Legibility
Symmetry
Readability
Orientation Sensitivity
24. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Hierarchy of Needs (Design)
Prototyping
Mimicry
Wayfinding
25. The use of pictorial images to improve the recognition and recall of signs and controls.
Uncertainty Principle
Iconic Representation
Five Hat Racks
Halo Effect
26. The usability of a system is improved when similar parts are expressed in similar ways.
Ockham's Razor
Fibonacci Sequence
Consistency
Common Fate
27. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Serial Position Effects
Readability
Uncertainty Principle
Waist to Hip Ratio
28. A property of visual equivalence among elements in a form.
Hawthorne Effect
Face- ism Ratio
Uncertainty Principle
Symmetry
29. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Garbage In - Garbage Out
Performance Load
Archetype
80/20 Rule
30. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Factor of Safety
Wayfinding
Exposure Effect
Consistency
31. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Constancy
Threat detection
Factor of Safety
Mimicry
32. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Defensible Space
Similarity
Attractiveness Bias
Scaling Fallacy
33. The process of using spatial and environmental information to navigate to a destination.
Modularity
Operant Conditioning
Wayfinding
Top- Down Lighting Bias
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Entry Point
Expectation Effect
Development Cycle
Defensible Space
35. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Good Continuation
Interference Effects
Closure
Demand Characteristics
36. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Symmetry
Forgiveness
Highlighting
Demand Characteristics
37. 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.
Accessibility
Immersion
Hierarchy of Needs (Design)
Fitts' Law
38. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Progressive Disclosure
Hierarchy
Mnemonic Device
Recognition over recall
39. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Serial Position Effects
Confirmation
Framing
40. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Constraint
Visibility
Golden Ratio
Von Restorff Effect
41. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Waist to Hip Ratio
Good Continuation
Iteration
42. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Chunking
Classical Conditioning
Archetype
Errors
43. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Readability
Performance vs. Preference
Depth of Processing
Interference Effects
44. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Framing
Convergence
Constancy
Five Hat Racks
45. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Immersion
Life Cycle
Comparison
46. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Recognition over recall
Wayfinding
Most Average Facial Appearance Effect
Framing
47. 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
Modularity
Wayfinding
Confirmation
48. A process of repeating a set of operation until a specific result is achieved.
Control
Storytelling
Iteration
Mnemonic Device
49. The tendency for people to behave differently when they know they are being studied
Weakest Link
Mapping
Hawthorne Effect
Shaping
50. 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
Fibonacci Sequence
Picture Superiority Effect
Scaling Fallacy