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. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Maslow's Hierarchy of Needs
Legibility
Picture Superiority Effect
Similarity
2. A property in which a form is made up of parts similar to the whole or to one another.
Layering
Hick's Law
Self- similarity
Cost-Benefit
3. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Figure-Ground Relationship
Prototyping
Satisficing
Ockham's Razor
4. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Classical Conditioning
Uniform Connectedness
Confirmation
Demand Characteristics
5. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Development Cycle
Highlighting
Law of Pragnanz
Baby-Face Bias
6. 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)
Scaling Fallacy
Mimicry
80/20 Rule
Depth of Processing
7. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Uncertainty Principle
Constraint
Rule of Thirds
8. The relative ease with which a destination - idea - or concept may be reached.
Pygmalion Effect
Good Continuation
Accessibility
Entry Point
9. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Gutenberg Diagram
Symmetry
Alignment
10. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Feedback Loop
Hierarchy of Needs (Design)
Baby-Face Bias
11. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Interference Effects
Weakest Link
Closure
Hierarchy
12. People understand and interact with systems and environments based on mental representations developed from experience.
80/20 Rule
Redundancy
Confirmation
Mental Model
13. The time it takes to make a decision increases as the number of alternatives increases.
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Interference Effects
Hick's Law
Consistency
Gutenberg Diagram
15. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Development Cycle
Cost-Benefit
Classical Conditioning
Form Follows Function
16. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Forgiveness
Life Cycle
Interference Effects
Progressive Disclosure
17. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Most Average Facial Appearance Effect
Uncertainty Principle
Fibonacci Sequence
18. The quality of system output is dependent on the quality of system input.
Most Average Facial Appearance Effect
Prospect-Refuge
Garbage In - Garbage Out
Uniform Connectedness
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Progressive Disclosure
Three- Dimensional Projection
Hierarchy
Orientation Sensitivity
20. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Shaping
Highlighting
Performance Load
21. 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.
Chunking
Forgiveness
Recognition over recall
Waist to Hip Ratio
22. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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?)
Proximity
Common Fate
Legibility
Cost-Benefit
24. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Rule of Thirds
Feedback Loop
Legibility
Five Hat Racks
25. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Constancy
Threat detection
Performance Load
Closure
26. 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.)
Self- similarity
Expectation Effect
Common Fate
Uniform Connectedness
27. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Accessibility
Layering
Demand Characteristics
Comparison
28. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Normal Distribution
Inverted Pyramid
Uncertainty Principle
Savanna Preference
29. The usability of a system is improved when similar parts are expressed in similar ways.
Structural Forms
Picture Superiority Effect
Consistency
Shaping
30. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Modularity
Forgiveness
Recognition over recall
Placebo effect
31. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Uniform Connectedness
Expectation Effect
Entry Point
32. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mimicry
Visibility
Normal Distribution
Legibility
33. 80% of the effects generated by any large system are caused by 20% of the variables.
Affordance
80/20 Rule
Interference Effects
Serial Position Effects
34. A tendency to see objects and patterns as 3D when certain visual cues are present.
Wayfinding
Three- Dimensional Projection
Golden Ratio
Highlighting
35. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Inverted Pyramid
Iteration
Structural Forms
Interference Effects
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Gutenberg Diagram
Chunking
Normal Distribution
Performance vs. Preference
37. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Highlighting
Layering
Mnemonic Device
Visibility
38. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Rosenthal Effect
Gutenberg Diagram
Cost-Benefit
39. An attribute of an object that allows people to intuitively know how to use it
Mimicry
Prospect-Refuge
Baby-Face Bias
Affordance
40. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Picture Superiority Effect
Depth of Processing
Comparison
Attractiveness Bias
41. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Comparison
Common Fate
Prospect-Refuge
42. 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.
Hick's Law
Orientation Sensitivity
Form Follows Function
Savanna Preference
43. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Garbage In - Garbage Out
Comparison
Structural Forms
Prototyping
44. The process of using spatial and environmental information to navigate to a destination.
Demand Characteristics
Readability
Wayfinding
Threat detection
45. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Constancy
Hierarchy
Highlighting
46. Given a choice between functionally equivalent designs - the simplest design should be selected.
47. The time required to move to a target is a function of the target size and distance to the target.
48. A technique for bringing attention to an area of text or image.
Performance vs. Preference
Highlighting
Mental Model
Iconic Representation
49. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Control
Iconic Representation
Rule of Thirds
80/20 Rule
50. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Symmetry
Affordance
Fitts' Law
Prospect-Refuge