SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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 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
Entry Point
Interference Effects
Waist to Hip Ratio
2. The time it takes to make a decision increases as the number of alternatives increases.
3. Given a choice between functionally equivalent designs - the simplest design should be selected.
4. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Factor of Safety
Highlighting
Form Follows Function
Convergence
5. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Immersion
Chunking
Consistency
6. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Fitts' Law
Errors
Constancy
Law of Pragnanz
7. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Closure
Forgiveness
Scaling Fallacy
Chunking
8. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Threat detection
Comparison
Form Follows Function
Prototyping
9. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Demand Characteristics
Alignment
Iteration
10. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Demand Characteristics
Wayfinding
Iconic Representation
11. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Recognition over recall
Placebo effect
Von Restorff Effect
Depth of Processing
12. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Satisficing
Mnemonic Device
Iconic Representation
Life Cycle
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Modularity
Entry Point
Cost-Benefit
Threat detection
14. A process in which similar characteristics evolve independently in multiple systems.
Comparison
Serial Position Effects
Convergence
Picture Superiority Effect
15. The use of pictorial images to improve the recognition and recall of signs and controls.
Fibonacci Sequence
Iconic Representation
Symmetry
Operant Conditioning
16. Teachers treat students differently based on their expectations of how students will perform.
Threat detection
Similarity
Rosenthal Effect
Legibility
17. A property of visual equivalence among elements in a form.
Mnemonic Device
Immersion
Similarity
Symmetry
18. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Interference Effects
Savanna Preference
Progressive Disclosure
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Iconic Representation
Serial Position Effects
Exposure Effect
Archetype
20. The tendency for people to perform better or worse based on the expectations of another.
Cost-Benefit
Scaling Fallacy
Pygmalion Effect
Face- ism Ratio
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Gutenberg Diagram
Progressive Disclosure
Ockham's Razor
Law of Pragnanz
22. The time required to move to a target is a function of the target size and distance to the target.
23. A sequence of numbers in which each number is the sum of the preceding two.
Cost-Benefit
Fibonacci Sequence
Consistency
Prospect-Refuge
24. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Self- similarity
Maslow's Hierarchy of Needs
Placebo effect
25. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Pygmalion Effect
Uncertainty Principle
Consistency
26. People understand and interact with systems and environments based on mental representations developed from experience.
80/20 Rule
Mental Model
Satisficing
Operant Conditioning
27. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Most Average Facial Appearance Effect
Performance vs. Preference
Signal- to- Noise Ratio
Three- Dimensional Projection
28. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Alignment
Performance Load
Face- ism Ratio
Closure
29. As the flexiblity of a system increases - its usability decreases.
Waist to Hip Ratio
Scaling Fallacy
Flexibility-Usability Tradeoff
Orientation Sensitivity
30. 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.
Symmetry
Mapping
Picture Superiority Effect
Top- Down Lighting Bias
31. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Chunking
Life Cycle
Defensible Space
Prototyping
32. 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?)
Forgiveness
Cost-Benefit
Hawthorne Effect
Gutenberg Diagram
33. 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.
Hierarchy
Most Average Facial Appearance Effect
Redundancy
Figure-Ground Relationship
34. An action or ommission of action yielding an unintended result.
Errors
Figure-Ground Relationship
Mnemonic Device
Iconic Representation
35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Similarity
Mapping
Satisficing
Prospect-Refuge
36. 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
Framing
Pygmalion Effect
Common Fate
Orientation Sensitivity
37. 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
Golden Ratio
Iteration
Demand Characteristics
38. An attribute of an object that allows people to intuitively know how to use it
Gutenberg Diagram
Affordance
Mental Model
Attractiveness Bias
39. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Layering
Confirmation
Performance Load
Normal Distribution
40. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Accessibility
Alignment
Uniform Connectedness
Weakest Link
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Savanna Preference
Ockham's Razor
Cost-Benefit
42. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Depth of Processing
Mnemonic Device
Legibility
Progressive Disclosure
43. The tendency for people to behave differently when they know they are being studied
Maslow's Hierarchy of Needs
Confirmation
Hawthorne Effect
Visibility
44. 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.)
Visibility
Waist to Hip Ratio
Expectation Effect
Scaling Fallacy
45. A process of repeating a set of operation until a specific result is achieved.
Iteration
Three- Dimensional Projection
Scaling Fallacy
Garbage In - Garbage Out
46. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
47. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Good Continuation
Mapping
Normal Distribution
48. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Attractiveness Bias
Form Follows Function
Mimicry
Performance Load
49. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Ockham's Razor
Baby-Face Bias
Closure
Attractiveness Bias
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.
Fibonacci Sequence
Self- similarity
Common Fate
Savanna Preference