SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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. 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?)
Performance vs. Preference
Cost-Benefit
Consistency
Figure-Ground Relationship
2. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Archetype
Immersion
Classical Conditioning
Garbage In - Garbage Out
3. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Form Follows Function
80/20 Rule
Structural Forms
Fibonacci Sequence
4. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Life Cycle
Uncertainty Principle
Classical Conditioning
Entry Point
5. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Attractiveness Bias
Development Cycle
Chunking
Legibility
6. The process of using spatial and environmental information to navigate to a destination.
Satisficing
Wayfinding
Ockham's Razor
Iteration
7. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Readability
Prototyping
Figure-Ground Relationship
8. A sequence of numbers in which each number is the sum of the preceding two.
Normal Distribution
Fibonacci Sequence
Gutenberg Diagram
Closure
9. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mnemonic Device
Normal Distribution
Good Continuation
Defensible Space
10. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Self- similarity
Similarity
Storytelling
Confirmation
11. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Operant Conditioning
Gutenberg Diagram
Development Cycle
Exposure Effect
12. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Uncertainty Principle
Redundancy
Defensible Space
Hierarchy of Needs (Design)
13. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Chunking
Exposure Effect
Inverted Pyramid
Consistency
14. An original model on which something is patterned
Self- similarity
Alignment
Legibility
Archetype
15. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Forgiveness
Von Restorff Effect
Placebo effect
Control
16. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mnemonic Device
Orientation Sensitivity
Legibility
Three- Dimensional Projection
17. A property in which a form is made up of parts similar to the whole or to one another.
Mimicry
Expectation Effect
Self- similarity
Legibility
18. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Immersion
Alignment
Gutenberg Diagram
Baby-Face Bias
19. 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
Interference Effects
Waist to Hip Ratio
Layering
20. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Wayfinding
Hick's Law
Uniform Connectedness
21. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Similarity
Confirmation
Layering
22. 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.)
Uniform Connectedness
Framing
Fibonacci Sequence
Expectation Effect
23. 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.
Alignment
Feedback Loop
Affordance
Ockham's Razor
24. The relative ease with which a destination - idea - or concept may be reached.
Most Average Facial Appearance Effect
Fitts' Law
Savanna Preference
Accessibility
25. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Factor of Safety
Attractiveness Bias
Comparison
26. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Defensible Space
Normal Distribution
Baby-Face Bias
27. The tendency for people to behave differently when they know they are being studied
Alignment
Hawthorne Effect
Attractiveness Bias
Law of Pragnanz
28. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Garbage In - Garbage Out
Depth of Processing
Factor of Safety
Law of Pragnanz
29. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Good Continuation
Control
Mental Model
30. Elements that are close together are percieved to be more related than elements that are farther apart.
Development Cycle
Attractiveness Bias
Iteration
Proximity
31. 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.
Highlighting
Redundancy
Hierarchy of Needs (Design)
Normal Distribution
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Threat detection
Classical Conditioning
Control
Shaping
33. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Classical Conditioning
Mnemonic Device
Top- Down Lighting Bias
Confirmation
34. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Chunking
Visibility
Rule of Thirds
Structural Forms
35. 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
Symmetry
Cognitive Dissonance
Similarity
36. As the flexiblity of a system increases - its usability decreases.
Life Cycle
Flexibility-Usability Tradeoff
Iconic Representation
Defensible Space
37. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Picture Superiority Effect
Satisficing
Savanna Preference
38. 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.
Waist to Hip Ratio
Operant Conditioning
Accessibility
Common Fate
39. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Mnemonic Device
Golden Ratio
Storytelling
40. The use of pictorial images to improve the recognition and recall of signs and controls.
Archetype
Five Hat Racks
Iconic Representation
Fitts' Law
41. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Depth of Processing
Serial Position Effects
Operant Conditioning
Prospect-Refuge
42. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Halo Effect
Five Hat Racks
Errors
Progressive Disclosure
43. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Iteration
Face- ism Ratio
80/20 Rule
Comparison
44. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Entry Point
Halo Effect
Placebo effect
Hick's Law
45. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Scaling Fallacy
Life Cycle
Attractiveness Bias
Redundancy
46. 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
Errors
Placebo effect
Form Follows Function
47. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Garbage In - Garbage Out
Figure-Ground Relationship
Affordance
48. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Proximity
Placebo effect
Factor of Safety
Entry Point
49. A technique for bringing attention to an area of text or image.
Highlighting
Interference Effects
Form Follows Function
Self- similarity
50. People understand and interact with systems and environments based on mental representations developed from experience.
Placebo effect
Mental Model
Prototyping
Form Follows Function