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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Accessibility
Mnemonic Device
Five Hat Racks
Comparison
2. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Immersion
Weakest Link
Comparison
Operant Conditioning
3. The time required to move to a target is a function of the target size and distance to the target.
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4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Orientation Sensitivity
Alignment
Most Average Facial Appearance Effect
Uncertainty Principle
5. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Mental Model
Ockham's Razor
Three- Dimensional Projection
6. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Archetype
Normal Distribution
Symmetry
7. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Highlighting
Rule of Thirds
Baby-Face Bias
Framing
8. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Garbage In - Garbage Out
Cost-Benefit
Von Restorff Effect
9. A ratio within the elements of a form - such as height to width - approximating 0.618.
Weakest Link
Legibility
Scaling Fallacy
Golden Ratio
10. 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?)
Halo Effect
Cost-Benefit
Law of Pragnanz
Rule of Thirds
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Constancy
Closure
Baby-Face Bias
Mimicry
12. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Affordance
Classical Conditioning
Chunking
Rosenthal Effect
13. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Orientation Sensitivity
Operant Conditioning
Uniform Connectedness
14. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Ockham's Razor
Proximity
Prototyping
Uniform Connectedness
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Figure-Ground Relationship
Signal- to- Noise Ratio
Consistency
Inverted Pyramid
16. A process of repeating a set of operation until a specific result is achieved.
Hawthorne Effect
Proximity
Iteration
Savanna Preference
17. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hick's Law
Hierarchy
Gutenberg Diagram
Interference Effects
18. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Uniform Connectedness
Hierarchy of Needs (Design)
Operant Conditioning
19. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Consistency
Top- Down Lighting Bias
Constraint
Fibonacci Sequence
20. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Five Hat Racks
Hierarchy
Defensible Space
Confirmation
21. The time it takes to make a decision increases as the number of alternatives increases.
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22. The tendency for people to behave differently when they know they are being studied
Closure
Hawthorne Effect
Control
Forgiveness
23. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Expectation Effect
Defensible Space
Chunking
24. An action or ommission of action yielding an unintended result.
Errors
Chunking
Feedback Loop
Redundancy
25. 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.
Closure
Hierarchy of Needs (Design)
Proximity
Hawthorne Effect
26. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Savanna Preference
Constancy
Modularity
27. 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.
Figure-Ground Relationship
Feedback Loop
Self- similarity
Modularity
28. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Satisficing
Structural Forms
Exposure Effect
Similarity
29. 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
Normal Distribution
Operant Conditioning
Weakest Link
30. Pictures are remembered better than words.
Picture Superiority Effect
Pygmalion Effect
Control
Hierarchy
31. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Cognitive Dissonance
Readability
Normal Distribution
Shaping
32. 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.
Figure-Ground Relationship
Halo Effect
Serial Position Effects
Expectation Effect
33. Patients experience treatment effects based on their belief that a treatment will work.
Signal- to- Noise Ratio
Halo Effect
Placebo effect
Waist to Hip Ratio
34. Teachers treat students differently based on their expectations of how students will perform.
Self- similarity
Control
Rosenthal Effect
Prospect-Refuge
35. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Affordance
Prototyping
Factor of Safety
Constancy
36. A property of visual equivalence among elements in a form.
Symmetry
Life Cycle
Operant Conditioning
Halo Effect
37. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Uniform Connectedness
Flexibility-Usability Tradeoff
Control
Law of Pragnanz
38. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Accessibility
Flexibility-Usability Tradeoff
Control
Expectation Effect
39. A sequence of numbers in which each number is the sum of the preceding two.
Consistency
Fibonacci Sequence
Demand Characteristics
Flexibility-Usability Tradeoff
40. A technique for bringing attention to an area of text or image.
Layering
Uncertainty Principle
Law of Pragnanz
Highlighting
41. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Factor of Safety
Structural Forms
Von Restorff Effect
Halo Effect
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Placebo effect
Interference Effects
Closure
Iconic Representation
43. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Progressive Disclosure
Convergence
Layering
Wayfinding
44. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Accessibility
Mimicry
Halo Effect
Maslow's Hierarchy of Needs
45. 80% of the effects generated by any large system are caused by 20% of the variables.
Threat detection
80/20 Rule
Cost-Benefit
Life Cycle
46. 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
Recognition over recall
Performance Load
Progressive Disclosure
47. A technique that influences decision making and judgement by manipulating the way information is presented.
Affordance
Defensible Space
Framing
Accessibility
48. A property in which a form is made up of parts similar to the whole or to one another.
Prototyping
Self- similarity
Cost-Benefit
Halo Effect
49. The quality of system output is dependent on the quality of system input.
Cognitive Dissonance
Development Cycle
Attractiveness Bias
Garbage In - Garbage Out
50. 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
Closure
Threat detection
Common Fate
Placebo effect