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. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Five Hat Racks
Mimicry
Depth of Processing
2. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Redundancy
Legibility
Framing
Affordance
3. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mapping
Similarity
Framing
80/20 Rule
4. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Signal- to- Noise Ratio
Similarity
Operant Conditioning
Threat detection
5. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Iconic Representation
Fibonacci Sequence
Performance Load
Five Hat Racks
6. Memory for recognizing things is better than memory for recalling things.
Waist to Hip Ratio
Recognition over recall
Savanna Preference
Visibility
7. 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
Mapping
Forgiveness
Savanna Preference
8. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Consistency
Life Cycle
Progressive Disclosure
Three- Dimensional Projection
9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Hick's Law
Storytelling
Threat detection
10. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Feedback Loop
Expectation Effect
Baby-Face Bias
Defensible Space
11. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Demand Characteristics
Three- Dimensional Projection
Defensible Space
Performance vs. Preference
12. People understand and interact with systems and environments based on mental representations developed from experience.
Visibility
Mapping
Mental Model
Prospect-Refuge
13. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Entry Point
Prototyping
Highlighting
14. A property of visual equivalence among elements in a form.
Symmetry
Baby-Face Bias
Modularity
Most Average Facial Appearance Effect
15. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Development Cycle
Convergence
Classical Conditioning
Satisficing
16. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Interference Effects
Hierarchy of Needs (Design)
Form Follows Function
17. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Highlighting
Readability
Entry Point
18. A method of limiting the actions that can be performed on a system.
Attractiveness Bias
Constraint
Structural Forms
Expectation Effect
19. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Iteration
Comparison
Fibonacci Sequence
20. 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)
Serial Position Effects
Defensible Space
Garbage In - Garbage Out
Scaling Fallacy
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Operant Conditioning
Iconic Representation
Inverted Pyramid
Mental Model
22. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Structural Forms
Modularity
Life Cycle
Rule of Thirds
23. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Prospect-Refuge
Depth of Processing
Redundancy
Top- Down Lighting Bias
24. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mental Model
Legibility
Prospect-Refuge
Mnemonic Device
25. Teachers treat students differently based on their expectations of how students will perform.
Classical Conditioning
Rosenthal Effect
Legibility
Visibility
26. The debgree to which prose can be understood - based on the complexity of words and sentences.
Most Average Facial Appearance Effect
Readability
Signal- to- Noise Ratio
Proximity
27. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Inverted Pyramid
Confirmation
Storytelling
Rule of Thirds
28. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Golden Ratio
Mapping
Performance Load
Control
29. 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)
Mnemonic Device
Redundancy
Rosenthal Effect
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Alignment
Good Continuation
Constancy
Demand Characteristics
31. A technique that influences decision making and judgement by manipulating the way information is presented.
Closure
Control
Most Average Facial Appearance Effect
Framing
32. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
33. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Framing
Shaping
Progressive Disclosure
Figure-Ground Relationship
34. The usability of a system is improved when similar parts are expressed in similar ways.
Rosenthal Effect
Performance Load
Development Cycle
Consistency
35. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Satisficing
Threat detection
Hick's Law
36. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Constraint
Form Follows Function
Pygmalion Effect
Feedback Loop
37. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Waist to Hip Ratio
Progressive Disclosure
Immersion
Flexibility-Usability Tradeoff
38. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Iconic Representation
Gutenberg Diagram
Hierarchy of Needs (Design)
39. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Maslow's Hierarchy of Needs
Uncertainty Principle
Framing
Good Continuation
40. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Mental Model
Recognition over recall
Threat detection
41. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Self- similarity
Orientation Sensitivity
Golden Ratio
Convergence
42. 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
Satisficing
Development Cycle
Rule of Thirds
43. The use of pictorial images to improve the recognition and recall of signs and controls.
Archetype
Depth of Processing
Iconic Representation
Prototyping
44. The process of using spatial and environmental information to navigate to a destination.
Depth of Processing
Modularity
Convergence
Wayfinding
45. The time it takes to make a decision increases as the number of alternatives increases.
46. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Attractiveness Bias
Scaling Fallacy
Interference Effects
Entry Point
47. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Forgiveness
Rule of Thirds
Performance vs. Preference
Mnemonic Device
48. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Similarity
Archetype
Constancy
Ockham's Razor
49. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Five Hat Racks
Common Fate
Pygmalion Effect
50. An attribute of an object that allows people to intuitively know how to use it
Normal Distribution
Shaping
Visibility
Affordance