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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 tendency to see objects and patterns as 3D when certain visual cues are present.
Placebo effect
Symmetry
Golden Ratio
Three- Dimensional Projection
2. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Storytelling
Shaping
Iconic Representation
Hawthorne Effect
3. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Garbage In - Garbage Out
Ockham's Razor
Feedback Loop
Performance vs. Preference
4. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Picture Superiority Effect
Forgiveness
Serial Position Effects
Waist to Hip Ratio
5. 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.
Fibonacci Sequence
Serial Position Effects
Satisficing
Normal Distribution
6. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Classical Conditioning
Development Cycle
Defensible Space
7. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Weakest Link
Confirmation
Most Average Facial Appearance Effect
Classical Conditioning
8. Given a choice between functionally equivalent designs - the simplest design should be selected.
9. A method of limiting the actions that can be performed on a system.
Confirmation
Constraint
Uncertainty Principle
Alignment
10. 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
Weakest Link
Attractiveness Bias
Demand Characteristics
11. A process of repeating a set of operation until a specific result is achieved.
Hick's Law
Development Cycle
Iteration
Shaping
12. An action or ommission of action yielding an unintended result.
Modularity
Errors
Face- ism Ratio
Storytelling
13. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Von Restorff Effect
Prospect-Refuge
Consistency
Symmetry
14. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Comparison
Picture Superiority Effect
Progressive Disclosure
Similarity
15. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fitts' Law
Attractiveness Bias
Control
Wayfinding
16. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Savanna Preference
Prototyping
Alignment
Satisficing
17. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Chunking
Life Cycle
Feedback Loop
Law of Pragnanz
18. The use of pictorial images to improve the recognition and recall of signs and controls.
80/20 Rule
Iconic Representation
Hierarchy
Constraint
19. Memory for recognizing things is better than memory for recalling things.
Iconic Representation
Recognition over recall
Good Continuation
Signal- to- Noise Ratio
20. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Form Follows Function
Layering
Modularity
21. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Mental Model
Placebo effect
Rule of Thirds
Satisficing
22. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Mimicry
Fitts' Law
Classical Conditioning
23. 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.)
Highlighting
Ockham's Razor
Expectation Effect
Uncertainty Principle
24. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Von Restorff Effect
Mapping
Consistency
25. The usability of a system is improved when similar parts are expressed in similar ways.
Chunking
Archetype
Consistency
Feedback Loop
26. The tendency for people to behave differently when they know they are being studied
Immersion
Cost-Benefit
Hawthorne Effect
Top- Down Lighting Bias
27. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Garbage In - Garbage Out
Form Follows Function
Prospect-Refuge
28. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Convergence
Mimicry
Prospect-Refuge
Five Hat Racks
29. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Symmetry
Normal Distribution
Weakest Link
Fibonacci Sequence
30. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Pygmalion Effect
Immersion
Von Restorff Effect
Storytelling
31. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Shaping
Prototyping
Attractiveness Bias
Von Restorff Effect
32. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Rosenthal Effect
Recognition over recall
Mnemonic Device
Baby-Face Bias
33. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Weakest Link
Scaling Fallacy
Pygmalion Effect
34. An original model on which something is patterned
Archetype
Good Continuation
Self- similarity
Most Average Facial Appearance Effect
35. Elements that are close together are percieved to be more related than elements that are farther apart.
Wayfinding
Life Cycle
Proximity
Redundancy
36. A technique for bringing attention to an area of text or image.
Feedback Loop
Readability
Constraint
Highlighting
37. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Similarity
Garbage In - Garbage Out
Modularity
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Constancy
Defensible Space
Wayfinding
Operant Conditioning
39. 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.
Redundancy
Halo Effect
Hierarchy
Garbage In - Garbage Out
40. A property of visual equivalence among elements in a form.
Symmetry
Defensible Space
Shaping
Comparison
41. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Feedback Loop
Redundancy
Threat detection
42. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Iteration
Maslow's Hierarchy of Needs
Entry Point
Forgiveness
43. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Control
Good Continuation
Defensible Space
Fibonacci Sequence
44. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Hick's Law
Control
Most Average Facial Appearance Effect
45. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Common Fate
Demand Characteristics
Performance Load
Mapping
46. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Constraint
Prospect-Refuge
Fitts' Law
47. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Performance vs. Preference
Maslow's Hierarchy of Needs
Threat detection
Prospect-Refuge
48. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Performance vs. Preference
Closure
Archetype
Five Hat Racks
49. The debgree to which prose can be understood - based on the complexity of words and sentences.
Cost-Benefit
Structural Forms
Readability
Accessibility
50. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Form Follows Function
Errors
Rule of Thirds
Figure-Ground Relationship