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. 80% of the effects generated by any large system are caused by 20% of the variables.
Cost-Benefit
80/20 Rule
Classical Conditioning
Similarity
2. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Cognitive Dissonance
Halo Effect
Prospect-Refuge
Expectation Effect
3. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Recognition over recall
Control
Iconic Representation
Development Cycle
4. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Hick's Law
Convergence
Progressive Disclosure
5. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Legibility
Prototyping
Consistency
6. 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)
Symmetry
Serial Position Effects
Iconic Representation
Scaling Fallacy
7. An original model on which something is patterned
Archetype
Classical Conditioning
Form Follows Function
Mimicry
8. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Classical Conditioning
Baby-Face Bias
Halo Effect
Cognitive Dissonance
9. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Feedback Loop
Mental Model
Von Restorff Effect
Face- ism Ratio
10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Convergence
Demand Characteristics
Hierarchy
Errors
11. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Placebo effect
Immersion
Interference Effects
Threat detection
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Layering
Factor of Safety
Hierarchy of Needs (Design)
13. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Redundancy
Performance Load
Cost-Benefit
Serial Position Effects
14. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Wayfinding
Development Cycle
Top- Down Lighting Bias
Progressive Disclosure
15. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Control
Normal Distribution
Operant Conditioning
Cognitive Dissonance
16. The tendency for people to perform better or worse based on the expectations of another.
Cognitive Dissonance
Readability
Forgiveness
Pygmalion Effect
17. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Flexibility-Usability Tradeoff
Demand Characteristics
Picture Superiority Effect
18. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Rosenthal Effect
Waist to Hip Ratio
Threat detection
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Placebo effect
Baby-Face Bias
Serial Position Effects
Depth of Processing
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Law of Pragnanz
Savanna Preference
Similarity
Prospect-Refuge
21. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Closure
Self- similarity
Layering
Recognition over recall
22. The relative ease with which a destination - idea - or concept may be reached.
Control
Serial Position Effects
Scaling Fallacy
Accessibility
23. Memory for recognizing things is better than memory for recalling things.
Fibonacci Sequence
Exposure Effect
Recognition over recall
Layering
24. 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.)
Three- Dimensional Projection
Alignment
Expectation Effect
Mimicry
25. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Highlighting
Maslow's Hierarchy of Needs
Garbage In - Garbage Out
26. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Operant Conditioning
Inverted Pyramid
Flexibility-Usability Tradeoff
Interference Effects
27. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Errors
Self- similarity
Life Cycle
Expectation Effect
28. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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.
Wayfinding
Entry Point
Five Hat Racks
Savanna Preference
30. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Affordance
Classical Conditioning
Signal- to- Noise Ratio
Framing
31. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Ockham's Razor
Progressive Disclosure
Wayfinding
Mimicry
32. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Symmetry
Most Average Facial Appearance Effect
Progressive Disclosure
Iteration
33. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Shaping
Fibonacci Sequence
Exposure Effect
Mnemonic Device
34. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Maslow's Hierarchy of Needs
Pygmalion Effect
Development Cycle
Self- similarity
35. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Visibility
80/20 Rule
Inverted Pyramid
36. A process in which similar characteristics evolve independently in multiple systems.
Good Continuation
Three- Dimensional Projection
Factor of Safety
Convergence
37. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Wayfinding
Three- Dimensional Projection
Modularity
38. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Face- ism Ratio
Recognition over recall
Highlighting
Exposure Effect
39. An action or ommission of action yielding an unintended result.
Entry Point
Errors
Most Average Facial Appearance Effect
Progressive Disclosure
40. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Waist to Hip Ratio
Hick's Law
Legibility
Pygmalion Effect
41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Serial Position Effects
Normal Distribution
Chunking
42. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Exposure Effect
Uncertainty Principle
Pygmalion Effect
Modularity
43. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Proximity
Garbage In - Garbage Out
Rule of Thirds
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Entry Point
Modularity
Alignment
Hawthorne Effect
45. The tendency for people to behave differently when they know they are being studied
Three- Dimensional Projection
Constancy
Hierarchy
Hawthorne Effect
46. The time it takes to make a decision increases as the number of alternatives increases.
47. 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.
Redundancy
Mental Model
Five Hat Racks
80/20 Rule
48. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Halo Effect
Factor of Safety
Golden Ratio
49. A process of repeating a set of operation until a specific result is achieved.
Iteration
Normal Distribution
80/20 Rule
Errors
50. 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.
Interference Effects
Life Cycle
Chunking
Prospect-Refuge