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Test your basic knowledge |
Design Principles
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Subject
:
engineering
Instructions:
Answer 50 questions in 15 minutes.
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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 technique used to asociate a stimulus with an unconscious physical or emotional response.
Mimicry
Performance Load
Three- Dimensional Projection
Classical Conditioning
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Operant Conditioning
Signal- to- Noise Ratio
Waist to Hip Ratio
3. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Uniform Connectedness
Placebo effect
Development Cycle
4. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Baby-Face Bias
Layering
Factor of Safety
Von Restorff Effect
5. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Scaling Fallacy
Factor of Safety
Redundancy
6. A property in which a form is made up of parts similar to the whole or to one another.
Ockham's Razor
Self- similarity
Inverted Pyramid
Orientation Sensitivity
7. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Top- Down Lighting Bias
Interference Effects
Archetype
Immersion
8. The usability of a system is improved when similar parts are expressed in similar ways.
Structural Forms
Readability
Iteration
Consistency
9. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Operant Conditioning
Rosenthal Effect
Gutenberg Diagram
Progressive Disclosure
10. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Storytelling
Expectation Effect
Scaling Fallacy
Rule of Thirds
11. A sequence of numbers in which each number is the sum of the preceding two.
Garbage In - Garbage Out
Forgiveness
Fibonacci Sequence
Prototyping
12. The use of pictorial images to improve the recognition and recall of signs and controls.
Flexibility-Usability Tradeoff
Most Average Facial Appearance Effect
Five Hat Racks
Iconic Representation
13. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Life Cycle
Cognitive Dissonance
Orientation Sensitivity
Legibility
14. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Affordance
Uncertainty Principle
Forgiveness
Von Restorff Effect
15. A process of repeating a set of operation until a specific result is achieved.
Iteration
Form Follows Function
Signal- to- Noise Ratio
Waist to Hip Ratio
16. A technique that influences decision making and judgement by manipulating the way information is presented.
Immersion
Visibility
Framing
Development Cycle
17. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Good Continuation
Interference Effects
Top- Down Lighting Bias
Defensible Space
18. A technique for bringing attention to an area of text or image.
Closure
Hick's Law
Highlighting
Errors
19. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Inverted Pyramid
Hierarchy of Needs (Design)
Entry Point
20. A property of visual equivalence among elements in a form.
Orientation Sensitivity
Symmetry
Mimicry
Comparison
21. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Progressive Disclosure
Chunking
Constraint
22. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Archetype
Comparison
Cost-Benefit
23. 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?)
Top- Down Lighting Bias
Hawthorne Effect
Prototyping
Cost-Benefit
24. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Waist to Hip Ratio
Exposure Effect
Most Average Facial Appearance Effect
Flexibility-Usability Tradeoff
25. The tendency for people to perform better or worse based on the expectations of another.
Legibility
Garbage In - Garbage Out
Framing
Pygmalion Effect
26. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Savanna Preference
Exposure Effect
Top- Down Lighting Bias
Law of Pragnanz
27. 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.)
Inverted Pyramid
Hierarchy of Needs (Design)
Expectation Effect
Good Continuation
28. A tendency to see objects and patterns as 3D when certain visual cues are present.
Face- ism Ratio
Golden Ratio
Consistency
Three- Dimensional Projection
29. An action or ommission of action yielding an unintended result.
Mimicry
Baby-Face Bias
Mental Model
Errors
30. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Signal- to- Noise Ratio
Savanna Preference
Alignment
31. 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.
Hierarchy of Needs (Design)
Self- similarity
Rosenthal Effect
Highlighting
32. 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
Forgiveness
Uncertainty Principle
Hierarchy of Needs (Design)
33. 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.
Hierarchy of Needs (Design)
Highlighting
Savanna Preference
Development Cycle
34. Memory for recognizing things is better than memory for recalling things.
Progressive Disclosure
Storytelling
Recognition over recall
Prospect-Refuge
35. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Signal- to- Noise Ratio
Layering
Satisficing
Von Restorff Effect
36. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Highlighting
Structural Forms
Orientation Sensitivity
Ockham's Razor
37. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Constraint
Archetype
Accessibility
38. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Von Restorff Effect
Life Cycle
Signal- to- Noise Ratio
Form Follows Function
39. Pictures are remembered better than words.
Highlighting
Waist to Hip Ratio
Picture Superiority Effect
Convergence
40. The process of using spatial and environmental information to navigate to a destination.
Self- similarity
Prototyping
Wayfinding
Exposure Effect
41. 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.
Hawthorne Effect
Mapping
Mnemonic Device
Waist to Hip Ratio
42. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Demand Characteristics
Accessibility
Highlighting
43. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Garbage In - Garbage Out
Prospect-Refuge
Storytelling
Shaping
44. 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.
Interference Effects
Affordance
Redundancy
Pygmalion Effect
45. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Readability
Performance vs. Preference
Constancy
46. A ratio within the elements of a form - such as height to width - approximating 0.618.
Interference Effects
Performance vs. Preference
Prospect-Refuge
Golden Ratio
47. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Forgiveness
Three- Dimensional Projection
Halo Effect
Good Continuation
48. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Mapping
80/20 Rule
Form Follows Function
Weakest Link
49. Teachers treat students differently based on their expectations of how students will perform.
Shaping
Mental Model
Rosenthal Effect
Halo Effect
50. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Operant Conditioning
Attractiveness Bias
Inverted Pyramid
Mnemonic Device
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