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. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Proximity
Comparison
Orientation Sensitivity
2. An original model on which something is patterned
Pygmalion Effect
Archetype
Fibonacci Sequence
Control
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Expectation Effect
Demand Characteristics
Proximity
Satisficing
4. 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
Chunking
Maslow's Hierarchy of Needs
Alignment
5. 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
Alignment
Prospect-Refuge
6. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Development Cycle
Hierarchy of Needs (Design)
Archetype
Most Average Facial Appearance Effect
7. 80% of the effects generated by any large system are caused by 20% of the variables.
Structural Forms
80/20 Rule
Rosenthal Effect
Immersion
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Iteration
Archetype
Signal- to- Noise Ratio
Symmetry
9. The relative ease with which a destination - idea - or concept may be reached.
Forgiveness
Accessibility
Most Average Facial Appearance Effect
Attractiveness Bias
10. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Closure
Hierarchy
Storytelling
Fibonacci Sequence
11. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Mental Model
Exposure Effect
Signal- to- Noise Ratio
Cost-Benefit
12. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Readability
Interference Effects
Waist to Hip Ratio
Uncertainty Principle
13. The quality of system output is dependent on the quality of system input.
Alignment
Consistency
Hawthorne Effect
Garbage In - Garbage Out
14. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Hick's Law
Life Cycle
Similarity
Normal Distribution
15. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Confirmation
Symmetry
Factor of Safety
Modularity
16. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Five Hat Racks
Archetype
Redundancy
Shaping
17. An attribute of an object that allows people to intuitively know how to use it
Good Continuation
Progressive Disclosure
Constancy
Affordance
18. Pictures are remembered better than words.
Operant Conditioning
Picture Superiority Effect
Serial Position Effects
Redundancy
19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Threat detection
Performance Load
Entry Point
20. The time it takes to make a decision increases as the number of alternatives increases.
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
Symmetry
Pygmalion Effect
Mnemonic Device
22. 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.
Expectation Effect
Constraint
Flexibility-Usability Tradeoff
Savanna Preference
23. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Flexibility-Usability Tradeoff
Demand Characteristics
Form Follows Function
24. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Scaling Fallacy
Cognitive Dissonance
Archetype
Operant Conditioning
25. 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.
Mnemonic Device
Performance vs. Preference
Threat detection
Feedback Loop
26. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Forgiveness
Signal- to- Noise Ratio
Entry Point
27. A method of limiting the actions that can be performed on a system.
Defensible Space
Progressive Disclosure
Constraint
Maslow's Hierarchy of Needs
28. 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)
Uniform Connectedness
Iteration
Fibonacci Sequence
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Comparison
Self- similarity
Defensible Space
Progressive Disclosure
30. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Highlighting
Gutenberg Diagram
Chunking
Von Restorff Effect
31. Elements that are close together are percieved to be more related than elements that are farther apart.
Serial Position Effects
Legibility
Hawthorne Effect
Proximity
32. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Comparison
Three- Dimensional Projection
Fibonacci Sequence
33. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Constraint
Control
Visibility
Hierarchy of Needs (Design)
34. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Good Continuation
Face- ism Ratio
Fitts' Law
Picture Superiority Effect
35. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Mental Model
Visibility
Demand Characteristics
Alignment
36. A technique that influences decision making and judgement by manipulating the way information is presented.
Operant Conditioning
Prototyping
Expectation Effect
Framing
37. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Flexibility-Usability Tradeoff
Pygmalion Effect
Threat detection
Mnemonic Device
38. An action or ommission of action yielding an unintended result.
Affordance
Errors
Signal- to- Noise Ratio
Classical Conditioning
39. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Forgiveness
Weakest Link
Three- Dimensional Projection
Figure-Ground Relationship
40. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Pygmalion Effect
Modularity
Entry Point
Scaling Fallacy
41. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Prospect-Refuge
Hawthorne Effect
Waist to Hip Ratio
42. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Waist to Hip Ratio
Maslow's Hierarchy of Needs
Top- Down Lighting Bias
Classical Conditioning
43. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Accessibility
Depth of Processing
Hierarchy of Needs (Design)
Serial Position Effects
44. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Inverted Pyramid
Five Hat Racks
Form Follows Function
Hierarchy
45. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Accessibility
Maslow's Hierarchy of Needs
Control
Orientation Sensitivity
46. A process of repeating a set of operation until a specific result is achieved.
Golden Ratio
Iteration
Comparison
Proximity
47. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Top- Down Lighting Bias
Layering
Good Continuation
Five Hat Racks
48. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Von Restorff Effect
Accessibility
Face- ism Ratio
Closure
49. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Defensible Space
Alignment
Waist to Hip Ratio
Progressive Disclosure
50. The tendency for people to behave differently when they know they are being studied
Halo Effect
Signal- to- Noise Ratio
Good Continuation
Hawthorne Effect