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 state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mental Model
Gutenberg Diagram
Feedback Loop
Immersion
2. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Hierarchy
Von Restorff Effect
Operant Conditioning
3. 80% of the effects generated by any large system are caused by 20% of the variables.
Law of Pragnanz
Recognition over recall
Classical Conditioning
80/20 Rule
4. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Maslow's Hierarchy of Needs
Serial Position Effects
Rule of Thirds
Face- ism Ratio
5. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Threat detection
Constraint
Visibility
Modularity
6. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Most Average Facial Appearance Effect
Placebo effect
Comparison
Layering
7. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Factor of Safety
Three- Dimensional Projection
Life Cycle
Uncertainty Principle
8. 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.
Good Continuation
Demand Characteristics
Hierarchy of Needs (Design)
Defensible Space
9. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Figure-Ground Relationship
Baby-Face Bias
Shaping
Waist to Hip Ratio
10. 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
Mnemonic Device
Visibility
Modularity
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Confirmation
Law of Pragnanz
Normal Distribution
Closure
12. 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.
Von Restorff Effect
Mapping
Iteration
Mimicry
13. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Serial Position Effects
Development Cycle
Storytelling
Layering
14. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Uncertainty Principle
Form Follows Function
Garbage In - Garbage Out
15. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Good Continuation
Fitts' Law
Storytelling
16. A sequence of numbers in which each number is the sum of the preceding two.
Gutenberg Diagram
Convergence
Mnemonic Device
Fibonacci Sequence
17. A technique for bringing attention to an area of text or image.
Attractiveness Bias
Mapping
Highlighting
Classical Conditioning
18. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Chunking
Savanna Preference
Ockham's Razor
19. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Flexibility-Usability Tradeoff
Cognitive Dissonance
Form Follows Function
Face- ism Ratio
20. 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.
Chunking
Accessibility
Depth of Processing
Garbage In - Garbage Out
21. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
80/20 Rule
Uncertainty Principle
Satisficing
Von Restorff Effect
22. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Modularity
Constancy
Depth of Processing
Mimicry
23. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Cognitive Dissonance
Orientation Sensitivity
Top- Down Lighting Bias
Life Cycle
24. The relative ease with which a destination - idea - or concept may be reached.
Threat detection
Symmetry
Accessibility
Orientation Sensitivity
25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Demand Characteristics
Attractiveness Bias
Orientation Sensitivity
Exposure Effect
26. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Common Fate
Gutenberg Diagram
Symmetry
Structural Forms
27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Mental Model
Depth of Processing
Law of Pragnanz
Von Restorff Effect
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.
Hick's Law
Structural Forms
Accessibility
Life Cycle
29. Given a choice between functionally equivalent designs - the simplest design should be selected.
30. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Baby-Face Bias
Mnemonic Device
Golden Ratio
Cognitive Dissonance
31. The quality of system output is dependent on the quality of system input.
Pygmalion Effect
Garbage In - Garbage Out
Mnemonic Device
Hick's Law
32. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Framing
Uncertainty Principle
Prototyping
33. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Cognitive Dissonance
Face- ism Ratio
Mimicry
Halo Effect
34. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Recognition over recall
Iteration
Depth of Processing
Layering
35. The time required to move to a target is a function of the target size and distance to the target.
36. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Control
Legibility
Demand Characteristics
Uniform Connectedness
37. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Development Cycle
Mapping
Structural Forms
Figure-Ground Relationship
38. 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.)
Rule of Thirds
Self- similarity
Expectation Effect
Feedback Loop
39. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Most Average Facial Appearance Effect
Confirmation
Weakest Link
Golden Ratio
40. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Visibility
Archetype
Fitts' Law
Prototyping
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Forgiveness
Framing
Interference Effects
Golden Ratio
42. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Archetype
Golden Ratio
Convergence
Control
43. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Threat detection
Maslow's Hierarchy of Needs
Hierarchy of Needs (Design)
Operant Conditioning
44. Memory for recognizing things is better than memory for recalling things.
Visibility
Recognition over recall
Mapping
80/20 Rule
45. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Depth of Processing
Shaping
Expectation Effect
Satisficing
46. A tendency to see objects and patterns as 3D when certain visual cues are present.
Five Hat Racks
Comparison
Framing
Three- Dimensional Projection
47. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Symmetry
Storytelling
Face- ism Ratio
48. 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.
Figure-Ground Relationship
Hierarchy of Needs (Design)
Archetype
Classical Conditioning
49. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Uncertainty Principle
Shaping
Signal- to- Noise Ratio
Rosenthal Effect
50. Pictures are remembered better than words.
Picture Superiority Effect
Shaping
Von Restorff Effect
Consistency