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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. A tendency to see objects and patterns as 3D when certain visual cues are present.
Feedback Loop
Normal Distribution
Three- Dimensional Projection
Mnemonic Device
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Wayfinding
Interference Effects
Modularity
Golden Ratio
3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Gutenberg Diagram
Maslow's Hierarchy of Needs
Redundancy
Modularity
4. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Cost-Benefit
Mimicry
Form Follows Function
Mnemonic Device
5. Memory for recognizing things is better than memory for recalling things.
Fibonacci Sequence
Figure-Ground Relationship
Recognition over recall
Control
6. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Mimicry
Symmetry
Five Hat Racks
Hierarchy
7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Closure
Forgiveness
Halo Effect
Satisficing
8. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Ockham's Razor
Framing
Expectation Effect
9. 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.
Chunking
Savanna Preference
Cognitive Dissonance
Garbage In - Garbage Out
10. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Top- Down Lighting Bias
Attractiveness Bias
Von Restorff Effect
11. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Fibonacci Sequence
Feedback Loop
Factor of Safety
12. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance vs. Preference
Performance Load
Garbage In - Garbage Out
Progressive Disclosure
13. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
14. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Rule of Thirds
Chunking
Normal Distribution
Threat detection
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Iconic Representation
Storytelling
Classical Conditioning
Redundancy
16. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Garbage In - Garbage Out
Chunking
Flexibility-Usability Tradeoff
17. As the flexiblity of a system increases - its usability decreases.
Progressive Disclosure
Gutenberg Diagram
Symmetry
Flexibility-Usability Tradeoff
18. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Similarity
Demand Characteristics
Gutenberg Diagram
Uncertainty Principle
19. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Uniform Connectedness
Hierarchy of Needs (Design)
Ockham's Razor
20. 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.
Mimicry
Entry Point
Threat detection
Good Continuation
21. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Threat detection
Cognitive Dissonance
Control
Factor of Safety
22. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Redundancy
Progressive Disclosure
Mental Model
Accessibility
23. 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)
Three- Dimensional Projection
Form Follows Function
Scaling Fallacy
Maslow's Hierarchy of Needs
24. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Normal Distribution
Alignment
Comparison
Closure
25. A property of visual equivalence among elements in a form.
Chunking
Depth of Processing
Symmetry
Highlighting
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Golden Ratio
Signal- to- Noise Ratio
Visibility
Mnemonic Device
27. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Scaling Fallacy
Expectation Effect
Legibility
28. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Fitts' Law
Savanna Preference
Alignment
29. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Legibility
Rosenthal Effect
Entry Point
Depth of Processing
30. An action or ommission of action yielding an unintended result.
Ockham's Razor
Defensible Space
Modularity
Errors
31. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Highlighting
Recognition over recall
Performance vs. Preference
Legibility
32. A technique that influences decision making and judgement by manipulating the way information is presented.
Shaping
Rule of Thirds
Storytelling
Framing
33. The usability of a system is improved when similar parts are expressed in similar ways.
Entry Point
Cost-Benefit
Consistency
Performance vs. Preference
34. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Symmetry
Closure
Signal- to- Noise Ratio
35. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Prospect-Refuge
Uniform Connectedness
Demand Characteristics
Ockham's Razor
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Mental Model
Garbage In - Garbage Out
Von Restorff Effect
Closure
37. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Comparison
Garbage In - Garbage Out
Development Cycle
Progressive Disclosure
38. 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.
Mental Model
Iconic Representation
Serial Position Effects
Picture Superiority Effect
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Confirmation
Wayfinding
Fitts' Law
40. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Waist to Hip Ratio
Five Hat Racks
Comparison
Shaping
41. 80% of the effects generated by any large system are caused by 20% of the variables.
Inverted Pyramid
Immersion
Placebo effect
80/20 Rule
42. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Hick's Law
Gutenberg Diagram
Redundancy
43. Given a choice between functionally equivalent designs - the simplest design should be selected.
44. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Archetype
Operant Conditioning
Fitts' Law
Gutenberg Diagram
45. The time required to move to a target is a function of the target size and distance to the target.
46. The time it takes to make a decision increases as the number of alternatives increases.
47. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Garbage In - Garbage Out
Face- ism Ratio
Accessibility
48. 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.
Baby-Face Bias
Similarity
Self- similarity
Feedback Loop
49. An attribute of an object that allows people to intuitively know how to use it
Readability
Consistency
Affordance
Defensible Space
50. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Form Follows Function
Operant Conditioning
Iteration
Garbage In - Garbage Out