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. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Good Continuation
Comparison
Chunking
2. As the flexiblity of a system increases - its usability decreases.
Proximity
Flexibility-Usability Tradeoff
Forgiveness
Pygmalion Effect
3. The time it takes to make a decision increases as the number of alternatives increases.
4. 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.
Errors
Convergence
Hierarchy of Needs (Design)
Readability
5. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Cognitive Dissonance
Exposure Effect
Law of Pragnanz
Errors
6. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Halo Effect
Exposure Effect
Closure
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Scaling Fallacy
Expectation Effect
Uniform Connectedness
Attractiveness Bias
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Demand Characteristics
Performance Load
Wayfinding
Convergence
9. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Forgiveness
Fibonacci Sequence
Proximity
10. A ratio within the elements of a form - such as height to width - approximating 0.618.
Framing
Flexibility-Usability Tradeoff
Alignment
Golden Ratio
11. Memory for recognizing things is better than memory for recalling things.
Mnemonic Device
Hierarchy of Needs (Design)
Recognition over recall
Rule of Thirds
12. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Exposure Effect
Form Follows Function
Legibility
13. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Development Cycle
Depth of Processing
Most Average Facial Appearance Effect
14. A process of repeating a set of operation until a specific result is achieved.
Iteration
Progressive Disclosure
Von Restorff Effect
Picture Superiority Effect
15. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Threat detection
Consistency
Defensible Space
16. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Factor of Safety
Halo Effect
Progressive Disclosure
Signal- to- Noise Ratio
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Weakest Link
Ockham's Razor
Shaping
Top- Down Lighting Bias
18. Pictures are remembered better than words.
Form Follows Function
Normal Distribution
Iconic Representation
Picture Superiority Effect
19. A property of visual equivalence among elements in a form.
Symmetry
Baby-Face Bias
Hick's Law
Constancy
20. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Wayfinding
Gutenberg Diagram
Attractiveness Bias
Picture Superiority Effect
21. 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.
Feedback Loop
Signal- to- Noise Ratio
Maslow's Hierarchy of Needs
Structural Forms
22. An action or ommission of action yielding an unintended result.
Baby-Face Bias
Errors
Wayfinding
Immersion
23. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Normal Distribution
Hierarchy of Needs (Design)
Progressive Disclosure
Demand Characteristics
24. The process of using spatial and environmental information to navigate to a destination.
Scaling Fallacy
Cognitive Dissonance
Wayfinding
Iconic Representation
25. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Modularity
Form Follows Function
Self- similarity
Legibility
26. The usability of a system is improved when similar parts are expressed in similar ways.
Structural Forms
Redundancy
Consistency
Uncertainty Principle
27. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Interference Effects
Forgiveness
Similarity
Baby-Face Bias
28. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Picture Superiority Effect
Prospect-Refuge
Layering
Storytelling
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Control
Garbage In - Garbage Out
Alignment
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Accessibility
Factor of Safety
Hierarchy of Needs (Design)
Top- Down Lighting Bias
31. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Uniform Connectedness
Most Average Facial Appearance Effect
Top- Down Lighting Bias
32. 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
Comparison
Constraint
Garbage In - Garbage Out
Common Fate
33. 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.
Depth of Processing
Chunking
Top- Down Lighting Bias
Performance vs. Preference
34. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Alignment
Form Follows Function
Depth of Processing
Golden Ratio
35. A property in which a form is made up of parts similar to the whole or to one another.
Mnemonic Device
Self- similarity
Uncertainty Principle
Layering
36. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Von Restorff Effect
Prospect-Refuge
Control
Orientation Sensitivity
37. The tendency for people to perform better or worse based on the expectations of another.
Demand Characteristics
Pygmalion Effect
Mental Model
Control
38. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Structural Forms
Readability
Hawthorne Effect
Life Cycle
39. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Inverted Pyramid
Hawthorne Effect
Interference Effects
Prospect-Refuge
40. A technique for bringing attention to an area of text or image.
Five Hat Racks
Highlighting
Consistency
Factor of Safety
41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Feedback Loop
Cost-Benefit
Confirmation
Similarity
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Operant Conditioning
Hierarchy of Needs (Design)
Orientation Sensitivity
Closure
43. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Baby-Face Bias
Pygmalion Effect
Signal- to- Noise Ratio
44. 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)
Halo Effect
Ockham's Razor
Face- ism Ratio
Scaling Fallacy
45. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Serial Position Effects
Archetype
Threat detection
46. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Golden Ratio
Uncertainty Principle
Hierarchy
Wayfinding
47. 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.
Progressive Disclosure
Savanna Preference
Serial Position Effects
Structural Forms
48. 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
Depth of Processing
Satisficing
Law of Pragnanz
49. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Comparison
Most Average Facial Appearance Effect
Depth of Processing
50. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Constraint
Satisficing
Five Hat Racks