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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 phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fibonacci Sequence
Orientation Sensitivity
Ockham's Razor
Hierarchy of Needs (Design)
2. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Uncertainty Principle
Depth of Processing
Fibonacci Sequence
Constancy
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Rule of Thirds
Common Fate
Mental Model
Similarity
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Expectation Effect
Wayfinding
Control
5. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Confirmation
Fibonacci Sequence
Orientation Sensitivity
Development Cycle
6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Operant Conditioning
Wayfinding
Hierarchy of Needs (Design)
Law of Pragnanz
7. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Readability
Hierarchy
Control
Signal- to- Noise Ratio
8. A sequence of numbers in which each number is the sum of the preceding two.
Most Average Facial Appearance Effect
Fibonacci Sequence
Life Cycle
Interference Effects
9. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Symmetry
Feedback Loop
Comparison
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Wayfinding
Prospect-Refuge
Interference Effects
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Self- similarity
Maslow's Hierarchy of Needs
Development Cycle
12. 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
Wayfinding
Common Fate
Demand Characteristics
Visibility
13. The relative ease with which a destination - idea - or concept may be reached.
Archetype
Weakest Link
Face- ism Ratio
Accessibility
14. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Maslow's Hierarchy of Needs
Prototyping
Orientation Sensitivity
Uniform Connectedness
15. 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.)
Form Follows Function
Forgiveness
Expectation Effect
Top- Down Lighting Bias
16. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Wayfinding
Hierarchy
Three- Dimensional Projection
17. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Von Restorff Effect
Immersion
Picture Superiority Effect
Figure-Ground Relationship
18. 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.
Performance Load
Garbage In - Garbage Out
Feedback Loop
Similarity
19. The tendency for people to perform better or worse based on the expectations of another.
Self- similarity
Hawthorne Effect
Pygmalion Effect
Comparison
20. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Modularity
Storytelling
Performance Load
Baby-Face Bias
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Development Cycle
Highlighting
Hawthorne Effect
Weakest Link
22. 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?)
Cost-Benefit
Entry Point
Control
Waist to Hip Ratio
23. An original model on which something is patterned
Normal Distribution
Archetype
Form Follows Function
Cognitive Dissonance
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fibonacci Sequence
Placebo effect
Performance Load
Control
25. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Attractiveness Bias
Legibility
Progressive Disclosure
Operant Conditioning
26. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Gutenberg Diagram
Figure-Ground Relationship
Visibility
27. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Mnemonic Device
Rule of Thirds
Operant Conditioning
Cognitive Dissonance
28. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Inverted Pyramid
Most Average Facial Appearance Effect
Threat detection
29. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Maslow's Hierarchy of Needs
Alignment
Affordance
30. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Exposure Effect
Picture Superiority Effect
Mental Model
Factor of Safety
31. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Defensible Space
Maslow's Hierarchy of Needs
Three- Dimensional Projection
32. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Legibility
Demand Characteristics
Defensible Space
33. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Weakest Link
Uniform Connectedness
Self- similarity
Performance vs. Preference
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Von Restorff Effect
Common Fate
Classical Conditioning
Factor of Safety
35. 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.
Savanna Preference
Expectation Effect
Layering
Wayfinding
36. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Face- ism Ratio
Mapping
Modularity
Defensible Space
37. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Feedback Loop
Weakest Link
Uniform Connectedness
Signal- to- Noise Ratio
38. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Prototyping
Framing
Uniform Connectedness
39. 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.
Mapping
Waist to Hip Ratio
Constancy
Five Hat Racks
40. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Pygmalion Effect
Accessibility
Closure
Inverted Pyramid
41. 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.
Development Cycle
Serial Position Effects
Hierarchy
Performance Load
42. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Fibonacci Sequence
Mimicry
Comparison
Gutenberg Diagram
43. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Iteration
Top- Down Lighting Bias
Orientation Sensitivity
44. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Symmetry
Fibonacci Sequence
Gutenberg Diagram
45. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Constraint
Uniform Connectedness
Consistency
46. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Exposure Effect
Mnemonic Device
Errors
Cognitive Dissonance
47. An attribute of an object that allows people to intuitively know how to use it
Affordance
Convergence
Serial Position Effects
Hawthorne Effect
48. People understand and interact with systems and environments based on mental representations developed from experience.
Iteration
Visibility
Factor of Safety
Mental Model
49. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Layering
Iteration
Satisficing
50. 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.
Scaling Fallacy
Hierarchy of Needs (Design)
Modularity
Interference Effects