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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 strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Chunking
Visibility
Five Hat Racks
Progressive Disclosure
2. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Modularity
Hierarchy
Legibility
Framing
3. The time it takes to make a decision increases as the number of alternatives increases.
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Archetype
Flexibility-Usability Tradeoff
Law of Pragnanz
5. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Hawthorne Effect
Face- ism Ratio
Flexibility-Usability Tradeoff
6. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Common Fate
Halo Effect
Scaling Fallacy
Framing
7. 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)
Mimicry
Rosenthal Effect
Scaling Fallacy
Performance Load
8. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Operant Conditioning
Mnemonic Device
Factor of Safety
Face- ism Ratio
9. The tendency for people to behave differently when they know they are being studied
Hick's Law
Hawthorne Effect
Defensible Space
Layering
10. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fitts' Law
Closure
Shaping
Orientation Sensitivity
11. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Baby-Face Bias
Attractiveness Bias
Prototyping
Exposure Effect
12. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Garbage In - Garbage Out
Progressive Disclosure
Depth of Processing
Mental Model
13. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Layering
Garbage In - Garbage Out
Forgiveness
Performance vs. Preference
14. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Ockham's Razor
Mimicry
Shaping
Redundancy
15. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Fibonacci Sequence
Performance Load
Feedback Loop
16. 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
Proximity
Weakest Link
Von Restorff Effect
17. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Savanna Preference
Ockham's Razor
Shaping
18. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Interference Effects
Modularity
Storytelling
Legibility
19. The time required to move to a target is a function of the target size and distance to the target.
20. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Mimicry
Ockham's Razor
Convergence
Exposure Effect
21. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Operant Conditioning
Classical Conditioning
Interference Effects
Rule of Thirds
22. The tendency for people to perform better or worse based on the expectations of another.
Constancy
Pygmalion Effect
Most Average Facial Appearance Effect
Orientation Sensitivity
23. 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.
Comparison
Weakest Link
Depth of Processing
Mapping
24. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Layering
Forgiveness
Mental Model
Closure
25. 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?)
Hierarchy of Needs (Design)
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Cost-Benefit
26. 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.
80/20 Rule
Feedback Loop
Demand Characteristics
Development Cycle
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Depth of Processing
Weakest Link
Performance Load
Attractiveness Bias
28. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Baby-Face Bias
Hierarchy of Needs (Design)
Feedback Loop
29. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Iteration
Fibonacci Sequence
Iconic Representation
30. An action or ommission of action yielding an unintended result.
Errors
Shaping
Closure
Face- ism Ratio
31. A process of repeating a set of operation until a specific result is achieved.
Signal- to- Noise Ratio
Constancy
Hierarchy of Needs (Design)
Iteration
32. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Iteration
Baby-Face Bias
Demand Characteristics
Similarity
33. 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.
Serial Position Effects
Expectation Effect
Legibility
Storytelling
34. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Uncertainty Principle
Common Fate
Comparison
Golden Ratio
35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Figure-Ground Relationship
Prospect-Refuge
Legibility
Placebo effect
36. 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.
Picture Superiority Effect
Waist to Hip Ratio
Similarity
Modularity
37. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Cost-Benefit
Threat detection
80/20 Rule
Recognition over recall
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Ockham's Razor
Threat detection
Defensible Space
Prototyping
39. Elements that are similar are perceived to be more related than elements that are dissimilar.
Most Average Facial Appearance Effect
Similarity
Satisficing
Prototyping
40. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Progressive Disclosure
Development Cycle
Satisficing
Modularity
41. 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.
Comparison
Three- Dimensional Projection
Good Continuation
Factor of Safety
42. 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.)
Expectation Effect
Closure
Shaping
Five Hat Racks
43. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Orientation Sensitivity
Modularity
Placebo effect
44. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Rosenthal Effect
Development Cycle
Performance Load
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Convergence
Iteration
Form Follows Function
Control
46. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Layering
Development Cycle
Mimicry
Garbage In - Garbage Out
47. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Accessibility
Similarity
Halo Effect
48. The relative ease with which a destination - idea - or concept may be reached.
Common Fate
Scaling Fallacy
Accessibility
Five Hat Racks
49. 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.
Prospect-Refuge
Mental Model
Redundancy
Figure-Ground Relationship
50. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Hierarchy
Fitts' Law
Comparison