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 method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Interference Effects
Iteration
Storytelling
Inverted Pyramid
2. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Fitts' Law
Threat detection
Waist to Hip Ratio
Convergence
3. Memory for recognizing things is better than memory for recalling things.
Flexibility-Usability Tradeoff
Modularity
Recognition over recall
Baby-Face Bias
4. 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
Waist to Hip Ratio
Classical Conditioning
Uncertainty Principle
5. Elements that are close together are percieved to be more related than elements that are farther apart.
Picture Superiority Effect
Fitts' Law
Proximity
Attractiveness Bias
6. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Closure
Top- Down Lighting Bias
Good Continuation
7. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Figure-Ground Relationship
Fitts' Law
Normal Distribution
Picture Superiority Effect
8. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Scaling Fallacy
Rule of Thirds
Von Restorff Effect
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Law of Pragnanz
Flexibility-Usability Tradeoff
Storytelling
Prototyping
10. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Halo Effect
Constancy
Good Continuation
11. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Constraint
Hierarchy
Uncertainty Principle
Mapping
12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Flexibility-Usability Tradeoff
Convergence
Law of Pragnanz
Gutenberg Diagram
13. Given a choice between functionally equivalent designs - the simplest design should be selected.
14. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Modularity
Self- similarity
Control
Defensible Space
15. A property of visual equivalence among elements in a form.
Symmetry
Form Follows Function
Mnemonic Device
Hawthorne Effect
16. Teachers treat students differently based on their expectations of how students will perform.
Most Average Facial Appearance Effect
Rosenthal Effect
Fitts' Law
Gutenberg Diagram
17. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Symmetry
Hick's Law
80/20 Rule
18. People understand and interact with systems and environments based on mental representations developed from experience.
Signal- to- Noise Ratio
Mental Model
Progressive Disclosure
Modularity
19. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Serial Position Effects
Satisficing
Orientation Sensitivity
20. An action or ommission of action yielding an unintended result.
Constancy
Errors
Recognition over recall
Iteration
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Law of Pragnanz
Weakest Link
Life Cycle
Errors
22. 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.
Feedback Loop
Von Restorff Effect
Face- ism Ratio
Hierarchy of Needs (Design)
23. Pictures are remembered better than words.
Classical Conditioning
Picture Superiority Effect
Rule of Thirds
Mental Model
24. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Three- Dimensional Projection
Depth of Processing
Top- Down Lighting Bias
Ockham's Razor
25. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Face- ism Ratio
Closure
Layering
26. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Figure-Ground Relationship
Top- Down Lighting Bias
Progressive Disclosure
Serial Position Effects
27. The relative ease with which a destination - idea - or concept may be reached.
Highlighting
Hick's Law
Accessibility
Defensible Space
28. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Golden Ratio
Layering
Forgiveness
29. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Normal Distribution
Highlighting
Inverted Pyramid
Weakest Link
30. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Constancy
Three- Dimensional Projection
Performance vs. Preference
Constraint
31. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Threat detection
Inverted Pyramid
Hawthorne Effect
32. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Layering
Orientation Sensitivity
Immersion
Form Follows Function
33. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Confirmation
Prototyping
Immersion
Proximity
34. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Top- Down Lighting Bias
Prototyping
Cognitive Dissonance
35. An attribute of an object that allows people to intuitively know how to use it
Mental Model
Law of Pragnanz
Affordance
Feedback Loop
36. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Uniform Connectedness
Rosenthal Effect
Legibility
Hierarchy
37. The time required to move to a target is a function of the target size and distance to the target.
38. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Archetype
Inverted Pyramid
Form Follows Function
39. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Signal- to- Noise Ratio
Mapping
Rule of Thirds
40. 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?)
Immersion
Cost-Benefit
Mental Model
Flexibility-Usability Tradeoff
41. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Pygmalion Effect
Hick's Law
Most Average Facial Appearance Effect
Entry Point
42. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Expectation Effect
Signal- to- Noise Ratio
Attractiveness Bias
Uniform Connectedness
43. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Form Follows Function
Readability
Mnemonic Device
44. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Five Hat Racks
Picture Superiority Effect
Framing
45. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Visibility
Mimicry
Three- Dimensional Projection
46. A process of repeating a set of operation until a specific result is achieved.
Chunking
Halo Effect
Iteration
Defensible Space
47. An original model on which something is patterned
Iteration
Archetype
Convergence
Operant Conditioning
48. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Gutenberg Diagram
Hawthorne Effect
Modularity
Layering
49. A method of limiting the actions that can be performed on a system.
Mnemonic Device
Threat detection
Constraint
Picture Superiority Effect
50. Elements that are similar are perceived to be more related than elements that are dissimilar.
Redundancy
Similarity
Shaping
Hawthorne Effect