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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 method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Golden Ratio
Exposure Effect
Hick's Law
Storytelling
2. 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.
Picture Superiority Effect
Serial Position Effects
Recognition over recall
Performance vs. Preference
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Hick's Law
Most Average Facial Appearance Effect
Fibonacci Sequence
Self- similarity
4. A process of repeating a set of operation until a specific result is achieved.
Signal- to- Noise Ratio
Hawthorne Effect
Mimicry
Iteration
5. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Control
Inverted Pyramid
Performance vs. Preference
Performance Load
6. 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.
Redundancy
Feedback Loop
Classical Conditioning
Confirmation
7. Patients experience treatment effects based on their belief that a treatment will work.
Ockham's Razor
Placebo effect
Savanna Preference
Constancy
8. The quality of system output is dependent on the quality of system input.
Similarity
Closure
Garbage In - Garbage Out
Operant Conditioning
9. A process in which similar characteristics evolve independently in multiple systems.
Progressive Disclosure
80/20 Rule
Convergence
Uniform Connectedness
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Defensible Space
Hawthorne Effect
Signal- to- Noise Ratio
Attractiveness Bias
11. Memory for recognizing things is better than memory for recalling things.
Serial Position Effects
Ockham's Razor
Recognition over recall
Storytelling
12. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Exposure Effect
Top- Down Lighting Bias
Similarity
Confirmation
13. 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)
Performance vs. Preference
Scaling Fallacy
Structural Forms
Wayfinding
14. The usability of a system is improved when its status and methods of use are clearly visible.
Fibonacci Sequence
Visibility
Expectation Effect
Closure
15. People understand and interact with systems and environments based on mental representations developed from experience.
Rosenthal Effect
Accessibility
Most Average Facial Appearance Effect
Mental Model
16. 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.
Orientation Sensitivity
Golden Ratio
Feedback Loop
Hierarchy of Needs (Design)
17. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Highlighting
Entry Point
Von Restorff Effect
Feedback Loop
18. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Attractiveness Bias
Prototyping
Archetype
Orientation Sensitivity
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Forgiveness
Picture Superiority Effect
Inverted Pyramid
Three- Dimensional Projection
20. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Closure
Mental Model
Prospect-Refuge
Mimicry
21. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Signal- to- Noise Ratio
Form Follows Function
Structural Forms
Three- Dimensional Projection
22. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Classical Conditioning
Flexibility-Usability Tradeoff
Depth of Processing
Confirmation
23. An original model on which something is patterned
Development Cycle
Archetype
Recognition over recall
Consistency
24. The use of pictorial images to improve the recognition and recall of signs and controls.
Golden Ratio
Five Hat Racks
Demand Characteristics
Iconic Representation
25. Elements that are similar are perceived to be more related than elements that are dissimilar.
Savanna Preference
Ockham's Razor
Similarity
Law of Pragnanz
26. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Attractiveness Bias
Garbage In - Garbage Out
Archetype
27. A method of limiting the actions that can be performed on a system.
Constraint
Shaping
Modularity
Development Cycle
28. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Good Continuation
Hick's Law
Entry Point
29. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Golden Ratio
Threat detection
Progressive Disclosure
30. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Chunking
Exposure Effect
Threat detection
31. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Mental Model
Layering
Weakest Link
Uncertainty Principle
32. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Prototyping
Iconic Representation
Comparison
33. The tendency for people to perform better or worse based on the expectations of another.
Fitts' Law
Good Continuation
Pygmalion Effect
Baby-Face Bias
34. 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?)
Self- similarity
Errors
Cost-Benefit
Iteration
35. Given a choice between functionally equivalent designs - the simplest design should be selected.
36. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Scaling Fallacy
Feedback Loop
Alignment
37. Teachers treat students differently based on their expectations of how students will perform.
Framing
Rosenthal Effect
Comparison
Visibility
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Similarity
Framing
Iconic Representation
Shaping
39. A ratio within the elements of a form - such as height to width - approximating 0.618.
Life Cycle
Golden Ratio
Similarity
Exposure Effect
40. 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.
Attractiveness Bias
Waist to Hip Ratio
Mental Model
Satisficing
41. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Gutenberg Diagram
Hawthorne Effect
Life Cycle
Framing
42. Elements that are close together are percieved to be more related than elements that are farther apart.
Performance vs. Preference
Proximity
Uncertainty Principle
Wayfinding
43. 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.
Immersion
Von Restorff Effect
Savanna Preference
Development Cycle
44. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Ockham's Razor
Structural Forms
Face- ism Ratio
Figure-Ground Relationship
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.
80/20 Rule
Five Hat Racks
Depth of Processing
Redundancy
46. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Self- similarity
Gutenberg Diagram
Highlighting
Feedback Loop
47. 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
Hierarchy of Needs (Design)
Cognitive Dissonance
Common Fate
48. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Normal Distribution
Affordance
Defensible Space
Hierarchy of Needs (Design)
49. A property of visual equivalence among elements in a form.
Factor of Safety
Symmetry
Cognitive Dissonance
Figure-Ground Relationship
50. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Development Cycle
Progressive Disclosure
Three- Dimensional Projection
Immersion