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. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Exposure Effect
Confirmation
Chunking
Mnemonic Device
2. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Hierarchy
Visibility
Performance vs. Preference
Readability
3. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Framing
Threat detection
Feedback Loop
Structural Forms
4. A process of repeating a set of operation until a specific result is achieved.
Hierarchy
Hierarchy of Needs (Design)
Iteration
Maslow's Hierarchy of Needs
5. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Rosenthal Effect
Law of Pragnanz
Cognitive Dissonance
6. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Mimicry
Constancy
Interference Effects
Demand Characteristics
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Picture Superiority Effect
Layering
Rule of Thirds
Entry Point
8. The tendency for people to perform better or worse based on the expectations of another.
80/20 Rule
Top- Down Lighting Bias
Pygmalion Effect
Von Restorff Effect
9. The quality of system output is dependent on the quality of system input.
Depth of Processing
Garbage In - Garbage Out
Constraint
Five Hat Racks
10. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Comparison
Form Follows Function
Factor of Safety
11. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Prototyping
Structural Forms
Attractiveness Bias
12. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Good Continuation
Prototyping
Comparison
Rule of Thirds
13. 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.
Expectation Effect
Garbage In - Garbage Out
Highlighting
Serial Position Effects
14. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Shaping
Accessibility
Confirmation
Form Follows Function
15. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Operant Conditioning
Closure
Placebo effect
16. Pictures are remembered better than words.
Signal- to- Noise Ratio
Convergence
Most Average Facial Appearance Effect
Picture Superiority Effect
17. 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
Consistency
Five Hat Racks
Common Fate
Readability
18. The time it takes to make a decision increases as the number of alternatives increases.
19. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Development Cycle
Uniform Connectedness
Modularity
Waist to Hip Ratio
20. Teachers treat students differently based on their expectations of how students will perform.
Exposure Effect
Performance vs. Preference
Rosenthal Effect
Von Restorff Effect
21. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Interference Effects
Form Follows Function
Five Hat Racks
Gutenberg Diagram
22. The relative ease with which a destination - idea - or concept may be reached.
Hawthorne Effect
Accessibility
Performance vs. Preference
Rule of Thirds
23. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Face- ism Ratio
Cognitive Dissonance
Entry Point
Halo Effect
24. The time required to move to a target is a function of the target size and distance to the target.
25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Shaping
Golden Ratio
Affordance
26. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Orientation Sensitivity
Performance vs. Preference
Mapping
Immersion
27. 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)
Wayfinding
Pygmalion Effect
Scaling Fallacy
Mapping
28. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Framing
Most Average Facial Appearance Effect
Forgiveness
Hierarchy
29. 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.
Hick's Law
Satisficing
Operant Conditioning
Chunking
30. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mapping
Halo Effect
Hawthorne Effect
80/20 Rule
31. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Accessibility
Maslow's Hierarchy of Needs
Attractiveness Bias
Law of Pragnanz
32. People understand and interact with systems and environments based on mental representations developed from experience.
Framing
Expectation Effect
Mental Model
Readability
33. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Convergence
Storytelling
Exposure Effect
Shaping
34. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Life Cycle
Classical Conditioning
Savanna Preference
Signal- to- Noise Ratio
35. 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
80/20 Rule
Closure
Normal Distribution
36. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Rule of Thirds
Hick's Law
Shaping
Similarity
37. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Fitts' Law
Defensible Space
Three- Dimensional Projection
Factor of Safety
38. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Interference Effects
Savanna Preference
Closure
Highlighting
39. The usability of a system is improved when similar parts are expressed in similar ways.
Progressive Disclosure
Control
Consistency
Factor of Safety
40. Elements that are close together are percieved to be more related than elements that are farther apart.
Rule of Thirds
Feedback Loop
Proximity
Hierarchy
41. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Hierarchy of Needs (Design)
Attractiveness Bias
Baby-Face Bias
42. 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.
Redundancy
Halo Effect
Chunking
Mapping
43. A technique for bringing attention to an area of text or image.
Face- ism Ratio
Shaping
Highlighting
Garbage In - Garbage Out
44. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Immersion
Fibonacci Sequence
Face- ism Ratio
45. 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.
Immersion
Redundancy
Affordance
Storytelling
46. A property of visual equivalence among elements in a form.
Most Average Facial Appearance Effect
Prospect-Refuge
Symmetry
Readability
47. Memory for recognizing things is better than memory for recalling things.
Storytelling
Top- Down Lighting Bias
Savanna Preference
Recognition over recall
48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Scaling Fallacy
Interference Effects
Affordance
Operant Conditioning
49. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Good Continuation
Figure-Ground Relationship
Errors
Wayfinding
50. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Flexibility-Usability Tradeoff
Affordance
Readability
Layering