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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 term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mental Model
Most Average Facial Appearance Effect
Von Restorff Effect
Normal Distribution
2. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
3. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Life Cycle
Performance vs. Preference
Uncertainty Principle
Form Follows Function
4. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Baby-Face Bias
Factor of Safety
Halo Effect
Development Cycle
5. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Normal Distribution
Control
Uncertainty Principle
Flexibility-Usability Tradeoff
6. 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.
Archetype
Serial Position Effects
Progressive Disclosure
Depth of Processing
7. 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.
Three- Dimensional Projection
Savanna Preference
Satisficing
Picture Superiority Effect
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Demand Characteristics
Baby-Face Bias
Mnemonic Device
Performance Load
9. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Common Fate
Hawthorne Effect
Storytelling
10. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Hierarchy
Control
Face- ism Ratio
Feedback Loop
11. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Readability
Hierarchy of Needs (Design)
Exposure Effect
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Accessibility
Expectation Effect
Inverted Pyramid
Symmetry
13. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Maslow's Hierarchy of Needs
Threat detection
Forgiveness
Life Cycle
14. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Cost-Benefit
Von Restorff Effect
Forgiveness
15. An original model on which something is patterned
Control
Archetype
Most Average Facial Appearance Effect
Prospect-Refuge
16. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Mimicry
Prospect-Refuge
Common Fate
Readability
17. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Rosenthal Effect
Top- Down Lighting Bias
Baby-Face Bias
Signal- to- Noise Ratio
18. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Mnemonic Device
Threat detection
Operant Conditioning
Hick's Law
19. The time required to move to a target is a function of the target size and distance to the target.
20. A technique for bringing attention to an area of text or image.
Storytelling
Flexibility-Usability Tradeoff
Highlighting
Recognition over recall
21. A technique that influences decision making and judgement by manipulating the way information is presented.
Hawthorne Effect
Law of Pragnanz
Framing
Halo Effect
22. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Mimicry
Chunking
Layering
23. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Law of Pragnanz
Factor of Safety
Framing
Depth of Processing
24. Elements that are similar are perceived to be more related than elements that are dissimilar.
Feedback Loop
Golden Ratio
Similarity
Archetype
25. Teachers treat students differently based on their expectations of how students will perform.
Weakest Link
Archetype
Comparison
Rosenthal Effect
26. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Top- Down Lighting Bias
Attractiveness Bias
Modularity
Rosenthal Effect
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Top- Down Lighting Bias
Accessibility
Legibility
Fibonacci Sequence
28. A property in which a form is made up of parts similar to the whole or to one another.
Defensible Space
Confirmation
Interference Effects
Self- similarity
29. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Constancy
Fitts' Law
Attractiveness Bias
Placebo effect
30. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Satisficing
Attractiveness Bias
Expectation Effect
Factor of Safety
31. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Symmetry
Constraint
Storytelling
32. 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.
Recognition over recall
Placebo effect
Modularity
Chunking
33. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Demand Characteristics
Mental Model
Progressive Disclosure
Golden Ratio
34. An action or ommission of action yielding an unintended result.
Errors
Chunking
Picture Superiority Effect
Fitts' Law
35. A method of limiting the actions that can be performed on a system.
Constraint
Mental Model
Weakest Link
Performance Load
36. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Performance vs. Preference
Mnemonic Device
Garbage In - Garbage Out
Cognitive Dissonance
37. 80% of the effects generated by any large system are caused by 20% of the variables.
Baby-Face Bias
Von Restorff Effect
80/20 Rule
Prospect-Refuge
38. 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.
Good Continuation
Development Cycle
Fibonacci Sequence
Progressive Disclosure
39. The time it takes to make a decision increases as the number of alternatives increases.
40. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Performance Load
Feedback Loop
Scaling Fallacy
41. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
80/20 Rule
Baby-Face Bias
Consistency
Exposure Effect
42. The usability of a system is improved when its status and methods of use are clearly visible.
80/20 Rule
Classical Conditioning
Layering
Visibility
43. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Self- similarity
Hick's Law
Affordance
44. The quality of system output is dependent on the quality of system input.
Five Hat Racks
Readability
Garbage In - Garbage Out
Rosenthal Effect
45. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Comparison
Affordance
Signal- to- Noise Ratio
46. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Signal- to- Noise Ratio
Maslow's Hierarchy of Needs
Readability
47. Given a choice between functionally equivalent designs - the simplest design should be selected.
48. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Framing
Exposure Effect
Immersion
Picture Superiority Effect
49. As the flexiblity of a system increases - its usability decreases.
Framing
Scaling Fallacy
Flexibility-Usability Tradeoff
Depth of Processing
50. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Expectation Effect
Structural Forms
Demand Characteristics
Maslow's Hierarchy of Needs