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. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Uncertainty Principle
Comparison
Hick's Law
Mimicry
2. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Three- Dimensional Projection
Form Follows Function
Cognitive Dissonance
Iteration
3. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Iteration
Fibonacci Sequence
Hierarchy
Halo Effect
4. 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.
Depth of Processing
Iconic Representation
Operant Conditioning
Mapping
5. 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
Structural Forms
Prospect-Refuge
Interference Effects
6. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Modularity
Mnemonic Device
Prototyping
Immersion
7. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Rosenthal Effect
Storytelling
Factor of Safety
Chunking
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Convergence
Top- Down Lighting Bias
Demand Characteristics
Legibility
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Demand Characteristics
Forgiveness
Prototyping
Interference Effects
10. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Proximity
Development Cycle
Storytelling
Defensible Space
11. 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?)
Satisficing
Cost-Benefit
Scaling Fallacy
Flexibility-Usability Tradeoff
12. Elements that are close together are percieved to be more related than elements that are farther apart.
Top- Down Lighting Bias
Symmetry
Iteration
Proximity
13. 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.
Cognitive Dissonance
Waist to Hip Ratio
Hierarchy of Needs (Design)
Entry Point
14. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Signal- to- Noise Ratio
Maslow's Hierarchy of Needs
Forgiveness
Performance vs. Preference
15. A process in which similar characteristics evolve independently in multiple systems.
Orientation Sensitivity
Convergence
Rule of Thirds
Depth of Processing
16. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Waist to Hip Ratio
Archetype
Depth of Processing
Halo Effect
17. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Golden Ratio
Symmetry
Classical Conditioning
Normal Distribution
18. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Defensible Space
Structural Forms
Modularity
19. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Threat detection
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
Uniform Connectedness
20. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Prospect-Refuge
Interference Effects
Uniform Connectedness
21. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Development Cycle
Demand Characteristics
Fitts' Law
22. A property of visual equivalence among elements in a form.
Recognition over recall
Most Average Facial Appearance Effect
Rosenthal Effect
Symmetry
23. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Flexibility-Usability Tradeoff
Redundancy
Orientation Sensitivity
Classical Conditioning
24. 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
Constraint
Top- Down Lighting Bias
Pygmalion Effect
25. 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)
Rule of Thirds
Scaling Fallacy
Five Hat Racks
Gutenberg Diagram
26. 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
Modularity
Inverted Pyramid
Common Fate
27. As the flexiblity of a system increases - its usability decreases.
Alignment
Uncertainty Principle
Savanna Preference
Flexibility-Usability Tradeoff
28. A tendency to see objects and patterns as 3D when certain visual cues are present.
Wayfinding
Storytelling
Defensible Space
Three- Dimensional Projection
29. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Development Cycle
Mental Model
Gutenberg Diagram
Self- similarity
30. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Operant Conditioning
Normal Distribution
Constancy
Iteration
31. A technique for bringing attention to an area of text or image.
Mnemonic Device
Highlighting
Performance vs. Preference
Forgiveness
32. The tendency for people to behave differently when they know they are being studied
Recognition over recall
Hawthorne Effect
Framing
Common Fate
33. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Prospect-Refuge
Performance Load
Three- Dimensional Projection
34. A sequence of numbers in which each number is the sum of the preceding two.
Iconic Representation
Interference Effects
Baby-Face Bias
Fibonacci Sequence
35. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Law of Pragnanz
Attractiveness Bias
Constancy
Constraint
36. Given a choice between functionally equivalent designs - the simplest design should be selected.
37. A ratio within the elements of a form - such as height to width - approximating 0.618.
Depth of Processing
Orientation Sensitivity
Golden Ratio
Closure
38. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Halo Effect
Savanna Preference
Most Average Facial Appearance Effect
Legibility
39. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Law of Pragnanz
Proximity
Threat detection
Top- Down Lighting Bias
40. The tendency for people to perform better or worse based on the expectations of another.
Constraint
Depth of Processing
Pygmalion Effect
Interference Effects
41. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Consistency
Defensible Space
Picture Superiority Effect
42. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Inverted Pyramid
Proximity
Immersion
43. The debgree to which prose can be understood - based on the complexity of words and sentences.
Iconic Representation
Defensible Space
Rule of Thirds
Readability
44. The usability of a system is improved when similar parts are expressed in similar ways.
Baby-Face Bias
Hierarchy
Weakest Link
Consistency
45. 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
Placebo effect
Wayfinding
Face- ism Ratio
46. 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
Control
Framing
Modularity
47. The time required to move to a target is a function of the target size and distance to the target.
48. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Signal- to- Noise Ratio
Mapping
Life Cycle
Progressive Disclosure
49. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Structural Forms
Life Cycle
Chunking
Closure
50. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Comparison
Golden Ratio
Confirmation
Closure