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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. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Uncertainty Principle
Visibility
Archetype
2. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Fitts' Law
Cognitive Dissonance
Visibility
Control
3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Depth of Processing
Maslow's Hierarchy of Needs
Visibility
4. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cognitive Dissonance
Rule of Thirds
Placebo effect
Hierarchy of Needs (Design)
5. The relative ease with which a destination - idea - or concept may be reached.
80/20 Rule
Threat detection
Accessibility
Halo Effect
6. A tendency to see objects and patterns as 3D when certain visual cues are present.
Shaping
Development Cycle
Three- Dimensional Projection
Readability
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Development Cycle
Von Restorff Effect
Mimicry
Golden Ratio
8. Teachers treat students differently based on their expectations of how students will perform.
Most Average Facial Appearance Effect
Control
Rosenthal Effect
Classical Conditioning
9. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Fibonacci Sequence
Von Restorff Effect
Good Continuation
Modularity
10. A sequence of numbers in which each number is the sum of the preceding two.
Five Hat Racks
Wayfinding
Symmetry
Fibonacci Sequence
11. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Golden Ratio
Convergence
Signal- to- Noise Ratio
12. An original model on which something is patterned
Structural Forms
Golden Ratio
Weakest Link
Archetype
13. Memory for recognizing things is better than memory for recalling things.
Affordance
Ockham's Razor
Prospect-Refuge
Recognition over recall
14. An action or ommission of action yielding an unintended result.
Errors
Self- similarity
Closure
80/20 Rule
15. A property in which a form is made up of parts similar to the whole or to one another.
Factor of Safety
Self- similarity
Classical Conditioning
Legibility
16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Gutenberg Diagram
Development Cycle
Factor of Safety
17. 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.
Hierarchy
Entry Point
Forgiveness
Mapping
18. 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.)
Attractiveness Bias
Common Fate
Gutenberg Diagram
Expectation Effect
19. 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.
Law of Pragnanz
Pygmalion Effect
Waist to Hip Ratio
Cost-Benefit
20. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Similarity
Flexibility-Usability Tradeoff
Archetype
Entry Point
21. A process of repeating a set of operation until a specific result is achieved.
Signal- to- Noise Ratio
Iteration
Uncertainty Principle
Comparison
22. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Iteration
Progressive Disclosure
Prototyping
Recognition over recall
23. 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)
Rosenthal Effect
Development Cycle
24. 80% of the effects generated by any large system are caused by 20% of the variables.
Iteration
80/20 Rule
Performance Load
Redundancy
25. 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.
Operant Conditioning
Expectation Effect
Hick's Law
Good Continuation
26. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Prototyping
Highlighting
Recognition over recall
27. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Pygmalion Effect
Demand Characteristics
Weakest Link
Signal- to- Noise Ratio
28. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Factor of Safety
Accessibility
Fitts' Law
Shaping
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Mnemonic Device
Factor of Safety
Golden Ratio
Ockham's Razor
30. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Expectation Effect
Alignment
Confirmation
Prototyping
31. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Inverted Pyramid
Mnemonic Device
Threat detection
Modularity
32. People understand and interact with systems and environments based on mental representations developed from experience.
Self- similarity
Signal- to- Noise Ratio
Mental Model
Hierarchy of Needs (Design)
33. 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
Mnemonic Device
Cost-Benefit
Iconic Representation
34. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Closure
Accessibility
Attractiveness Bias
35. Given a choice between functionally equivalent designs - the simplest design should be selected.
36. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Uniform Connectedness
Common Fate
Constancy
37. 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.
Entry Point
Baby-Face Bias
Proximity
Serial Position Effects
38. The quality of system output is dependent on the quality of system input.
Recognition over recall
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Legibility
39. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Orientation Sensitivity
Development Cycle
Baby-Face Bias
Cognitive Dissonance
40. A technique that influences decision making and judgement by manipulating the way information is presented.
Fitts' Law
Framing
Entry Point
Progressive Disclosure
41. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Framing
Mental Model
Alignment
42. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Recognition over recall
Classical Conditioning
Development Cycle
43. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Performance Load
Exposure Effect
Constancy
Orientation Sensitivity
44. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Savanna Preference
Expectation Effect
Uniform Connectedness
Ockham's Razor
45. 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
Feedback Loop
Mimicry
Face- ism Ratio
46. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Performance Load
Golden Ratio
Gutenberg Diagram
47. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Performance vs. Preference
Halo Effect
Orientation Sensitivity
Maslow's Hierarchy of Needs
48. The tendency for people to perform better or worse based on the expectations of another.
Feedback Loop
Five Hat Racks
Uncertainty Principle
Pygmalion Effect
49. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Serial Position Effects
Control
Performance Load
Golden Ratio
50. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Weakest Link
Most Average Facial Appearance Effect
Von Restorff Effect
Ockham's Razor