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. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Uniform Connectedness
Life Cycle
Garbage In - Garbage Out
Fitts' Law
2. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Serial Position Effects
Normal Distribution
Forgiveness
Consistency
3. A method of limiting the actions that can be performed on a system.
Errors
Three- Dimensional Projection
Constraint
Rule of Thirds
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Classical Conditioning
Proximity
Common Fate
Consistency
5. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Structural Forms
Highlighting
Hierarchy of Needs (Design)
Immersion
6. An attribute of an object that allows people to intuitively know how to use it
Immersion
Affordance
Symmetry
Ockham's Razor
7. 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.
Inverted Pyramid
Redundancy
Recognition over recall
Figure-Ground Relationship
8. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Five Hat Racks
Storytelling
Convergence
Recognition over recall
9. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Flexibility-Usability Tradeoff
Depth of Processing
Fitts' Law
10. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Expectation Effect
Savanna Preference
Highlighting
11. As the flexiblity of a system increases - its usability decreases.
Confirmation
Progressive Disclosure
Flexibility-Usability Tradeoff
Placebo effect
12. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Forgiveness
Hierarchy of Needs (Design)
Confirmation
Modularity
13. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Alignment
Control
Feedback Loop
Scaling Fallacy
14. The tendency for people to behave differently when they know they are being studied
Rule of Thirds
Proximity
Hawthorne Effect
Wayfinding
15. Memory for recognizing things is better than memory for recalling things.
Archetype
Recognition over recall
Alignment
Mental Model
16. The time required to move to a target is a function of the target size and distance to the target.
17. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Archetype
Self- similarity
Satisficing
18. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Control
Pygmalion Effect
Operant Conditioning
Highlighting
19. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Interference Effects
Factor of Safety
Layering
Pygmalion Effect
20. The debgree to which prose can be understood - based on the complexity of words and sentences.
Proximity
Interference Effects
Self- similarity
Readability
21. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Feedback Loop
Entry Point
Attractiveness Bias
Common Fate
22. 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
Most Average Facial Appearance Effect
80/20 Rule
Common Fate
23. The use of pictorial images to improve the recognition and recall of signs and controls.
Iteration
Iconic Representation
Comparison
Modularity
24. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Prospect-Refuge
Pygmalion Effect
Fitts' Law
25. 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.
Comparison
Exposure Effect
Cost-Benefit
Mapping
26. An original model on which something is patterned
Hierarchy of Needs (Design)
Life Cycle
Waist to Hip Ratio
Archetype
27. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Performance Load
Iteration
Layering
Uniform Connectedness
28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Development Cycle
Threat detection
Progressive Disclosure
29. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
30. A property in which a form is made up of parts similar to the whole or to one another.
Law of Pragnanz
Threat detection
Self- similarity
Expectation Effect
31. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Immersion
Modularity
Constancy
Similarity
32. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Interference Effects
Baby-Face Bias
Common Fate
Depth of Processing
33. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Affordance
Picture Superiority Effect
Structural Forms
Similarity
34. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Uncertainty Principle
Mimicry
Comparison
Forgiveness
35. 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)
Structural Forms
Scaling Fallacy
Satisficing
Operant Conditioning
36. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Waist to Hip Ratio
Interference Effects
Development Cycle
Weakest Link
37. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hierarchy
Proximity
Prospect-Refuge
Classical Conditioning
38. 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.
Performance Load
Hierarchy of Needs (Design)
Progressive Disclosure
Uncertainty Principle
39. 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.
Affordance
Good Continuation
Modularity
Placebo effect
40. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Feedback Loop
Cost-Benefit
Exposure Effect
41. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Prototyping
Feedback Loop
Mimicry
42. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Mental Model
Rosenthal Effect
Savanna Preference
Modularity
43. The relative ease with which a destination - idea - or concept may be reached.
Orientation Sensitivity
Fitts' Law
Accessibility
Most Average Facial Appearance Effect
44. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Interference Effects
Consistency
Mimicry
Life Cycle
45. Given a choice between functionally equivalent designs - the simplest design should be selected.
46. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Pygmalion Effect
Figure-Ground Relationship
Readability
Law of Pragnanz
47. A technique for bringing attention to an area of text or image.
Constancy
Confirmation
Highlighting
Baby-Face Bias
48. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Defensible Space
Uniform Connectedness
Attractiveness Bias
Shaping
49. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Redundancy
Modularity
Form Follows Function
50. 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.
Threat detection
Legibility
Inverted Pyramid
Serial Position Effects