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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.
Redundancy
Factor of Safety
Top- Down Lighting Bias
Normal Distribution
2. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Affordance
Golden Ratio
Defensible Space
Prospect-Refuge
3. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Serial Position Effects
Symmetry
Operant Conditioning
Progressive Disclosure
4. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Prototyping
Shaping
Entry Point
Comparison
5. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Symmetry
Common Fate
Hawthorne Effect
6. A sequence of numbers in which each number is the sum of the preceding two.
Rule of Thirds
Five Hat Racks
Fibonacci Sequence
Orientation Sensitivity
7. A property of visual equivalence among elements in a form.
Storytelling
Affordance
Iconic Representation
Symmetry
8. Teachers treat students differently based on their expectations of how students will perform.
Von Restorff Effect
Layering
Rosenthal Effect
Alignment
9. Patients experience treatment effects based on their belief that a treatment will work.
Errors
Waist to Hip Ratio
Placebo effect
Face- ism Ratio
10. Pictures are remembered better than words.
Mental Model
Picture Superiority Effect
Wayfinding
Fitts' Law
11. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Mapping
Development Cycle
Uncertainty Principle
Gutenberg Diagram
12. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Operant Conditioning
Form Follows Function
Structural Forms
Demand Characteristics
13. A method of limiting the actions that can be performed on a system.
Cost-Benefit
Constraint
Mimicry
Legibility
14. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Inverted Pyramid
Performance Load
Hierarchy
15. Given a choice between functionally equivalent designs - the simplest design should be selected.
16. 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
Figure-Ground Relationship
Life Cycle
Iteration
17. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Garbage In - Garbage Out
Satisficing
Archetype
Framing
18. 80% of the effects generated by any large system are caused by 20% of the variables.
Structural Forms
Legibility
80/20 Rule
Confirmation
19. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Wayfinding
Maslow's Hierarchy of Needs
Legibility
20. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Waist to Hip Ratio
Rosenthal Effect
Forgiveness
21. Memory for recognizing things is better than memory for recalling things.
Hick's Law
Storytelling
Fibonacci Sequence
Recognition over recall
22. 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.
Mapping
Rosenthal Effect
Satisficing
Control
23. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Rosenthal Effect
Most Average Facial Appearance Effect
Mimicry
24. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Waist to Hip Ratio
Attractiveness Bias
Gutenberg Diagram
Exposure Effect
25. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Classical Conditioning
Flexibility-Usability Tradeoff
Confirmation
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Mimicry
Waist to Hip Ratio
Hawthorne Effect
27. 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.
Top- Down Lighting Bias
Hierarchy of Needs (Design)
Flexibility-Usability Tradeoff
Placebo effect
28. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Alignment
Baby-Face Bias
Form Follows Function
Confirmation
29. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Serial Position Effects
Figure-Ground Relationship
Life Cycle
Readability
30. 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)
Signal- to- Noise Ratio
Scaling Fallacy
Structural Forms
Weakest Link
31. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Life Cycle
Rule of Thirds
Form Follows Function
Von Restorff Effect
32. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Confirmation
Prototyping
Maslow's Hierarchy of Needs
Threat detection
33. The time required to move to a target is a function of the target size and distance to the target.
34. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Wayfinding
Layering
Storytelling
Rosenthal Effect
35. A tendency to see objects and patterns as 3D when certain visual cues are present.
Iconic Representation
Visibility
Readability
Three- Dimensional Projection
36. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Affordance
Depth of Processing
Layering
37. 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
Common Fate
Figure-Ground Relationship
Pygmalion Effect
Visibility
38. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Mnemonic Device
Hierarchy of Needs (Design)
Ockham's Razor
Modularity
39. As the flexiblity of a system increases - its usability decreases.
Chunking
Defensible Space
Flexibility-Usability Tradeoff
Orientation Sensitivity
40. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Feedback Loop
Alignment
Normal Distribution
41. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Classical Conditioning
Common Fate
Development Cycle
Forgiveness
42. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Hierarchy
Classical Conditioning
Highlighting
43. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Von Restorff Effect
Golden Ratio
Rosenthal Effect
44. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Prospect-Refuge
Mnemonic Device
Mental Model
Constraint
45. A process in which similar characteristics evolve independently in multiple systems.
Golden Ratio
Fitts' Law
Inverted Pyramid
Convergence
46. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Attractiveness Bias
Storytelling
Law of Pragnanz
Visibility
47. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
48. A technique for bringing attention to an area of text or image.
Constraint
Highlighting
Constancy
Control
49. The tendency for people to perform better or worse based on the expectations of another.
Mental Model
Pygmalion Effect
Interference Effects
Three- Dimensional Projection
50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Interference Effects
Baby-Face Bias
Halo Effect
Weakest Link