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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. An action or ommission of action yielding an unintended result.
Von Restorff Effect
Symmetry
Errors
Hick's Law
2. People understand and interact with systems and environments based on mental representations developed from experience.
Mimicry
Wayfinding
Mental Model
Signal- to- Noise Ratio
3. 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.
Forgiveness
Maslow's Hierarchy of Needs
Prospect-Refuge
Good Continuation
4. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Halo Effect
Structural Forms
Demand Characteristics
Confirmation
5. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Law of Pragnanz
Proximity
Storytelling
Most Average Facial Appearance Effect
6. 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.
Signal- to- Noise Ratio
Hierarchy of Needs (Design)
Most Average Facial Appearance Effect
Fibonacci Sequence
7. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Prototyping
Maslow's Hierarchy of Needs
Law of Pragnanz
Exposure Effect
8. 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.
Fitts' Law
Scaling Fallacy
Waist to Hip Ratio
Serial Position Effects
9. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Constraint
Errors
Exposure Effect
Operant Conditioning
10. A property of visual equivalence among elements in a form.
Development Cycle
Prospect-Refuge
Figure-Ground Relationship
Symmetry
11. Teachers treat students differently based on their expectations of how students will perform.
Prospect-Refuge
Rosenthal Effect
Forgiveness
Consistency
12. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Law of Pragnanz
Classical Conditioning
Signal- to- Noise Ratio
Readability
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Top- Down Lighting Bias
Entry Point
Savanna Preference
Framing
14. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Layering
Exposure Effect
Law of Pragnanz
Redundancy
15. 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?)
Framing
Cost-Benefit
Scaling Fallacy
Alignment
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Confirmation
Visibility
Closure
17. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Storytelling
Performance Load
Weakest Link
18. An original model on which something is patterned
Archetype
Accessibility
Defensible Space
Demand Characteristics
19. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Prospect-Refuge
Hierarchy of Needs (Design)
Attractiveness Bias
Uniform Connectedness
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.
Consistency
Uniform Connectedness
Redundancy
Mental Model
21. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Errors
Entry Point
Halo Effect
Immersion
22. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mimicry
Uniform Connectedness
Classical Conditioning
Interference Effects
23. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Orientation Sensitivity
Comparison
Cognitive Dissonance
Five Hat Racks
24. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Three- Dimensional Projection
Normal Distribution
Defensible Space
Constancy
25. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Form Follows Function
Five Hat Racks
Consistency
Von Restorff Effect
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mnemonic Device
Legibility
Inverted Pyramid
Normal Distribution
27. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Picture Superiority Effect
Symmetry
Convergence
Gutenberg Diagram
28. The time it takes to make a decision increases as the number of alternatives increases.
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29. The quality of system output is dependent on the quality of system input.
Good Continuation
Ockham's Razor
Scaling Fallacy
Garbage In - Garbage Out
30. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Expectation Effect
Uniform Connectedness
Archetype
Iteration
31. A method of limiting the actions that can be performed on a system.
Convergence
Most Average Facial Appearance Effect
Constraint
Law of Pragnanz
32. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Recognition over recall
Mimicry
Serial Position Effects
Face- ism Ratio
33. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Interference Effects
Forgiveness
Expectation Effect
Alignment
34. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Affordance
Five Hat Racks
Life Cycle
Threat detection
35. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Depth of Processing
Self- similarity
Performance Load
36. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Mapping
Mnemonic Device
Von Restorff Effect
Forgiveness
37. The usability of a system is improved when similar parts are expressed in similar ways.
Satisficing
Consistency
Inverted Pyramid
Top- Down Lighting Bias
38. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Halo Effect
Hawthorne Effect
Ockham's Razor
Layering
39. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Life Cycle
Threat detection
Visibility
Law of Pragnanz
40. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Placebo effect
Factor of Safety
Chunking
Good Continuation
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Normal Distribution
Weakest Link
Readability
Archetype
42. 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.)
Fitts' Law
Halo Effect
Expectation Effect
Affordance
43. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Iconic Representation
Interference Effects
Operant Conditioning
44. A sequence of numbers in which each number is the sum of the preceding two.
Layering
Hick's Law
Shaping
Fibonacci Sequence
45. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Archetype
Figure-Ground Relationship
Structural Forms
Prototyping
46. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Weakest Link
Inverted Pyramid
Iteration
Similarity
47. An attribute of an object that allows people to intuitively know how to use it
Waist to Hip Ratio
Affordance
Expectation Effect
Mapping
48. 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.
Readability
Cost-Benefit
Depth of Processing
Savanna Preference
49. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Figure-Ground Relationship
Visibility
Modularity
Top- Down Lighting Bias
50. A process of repeating a set of operation until a specific result is achieved.
Mapping
Iteration
Closure
Cost-Benefit