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. An action or ommission of action yielding an unintended result.
Von Restorff Effect
Iconic Representation
Errors
Figure-Ground Relationship
2. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Mapping
Satisficing
80/20 Rule
Law of Pragnanz
3. The tendency for people to behave differently when they know they are being studied
Structural Forms
Layering
Ockham's Razor
Hawthorne Effect
4. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Garbage In - Garbage Out
Hawthorne Effect
Alignment
Forgiveness
5. The usability of a system is improved when its status and methods of use are clearly visible.
Consistency
Expectation Effect
Visibility
Fibonacci Sequence
6. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Classical Conditioning
Face- ism Ratio
Exposure Effect
Hick's Law
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Ockham's Razor
Orientation Sensitivity
Entry Point
Confirmation
8. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Signal- to- Noise Ratio
80/20 Rule
Highlighting
9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Entry Point
Mental Model
Immersion
Legibility
10. A method of limiting the actions that can be performed on a system.
Classical Conditioning
Constraint
Performance Load
Redundancy
11. 80% of the effects generated by any large system are caused by 20% of the variables.
Storytelling
Common Fate
Progressive Disclosure
80/20 Rule
12. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hick's Law
Inverted Pyramid
Highlighting
Archetype
13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Common Fate
Forgiveness
Performance vs. Preference
Demand Characteristics
14. Pictures are remembered better than words.
Picture Superiority Effect
Figure-Ground Relationship
Operant Conditioning
Iteration
15. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Entry Point
Uniform Connectedness
Factor of Safety
Layering
16. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Cognitive Dissonance
Law of Pragnanz
Comparison
Orientation Sensitivity
17. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Defensible Space
Closure
Constraint
18. A process in which similar characteristics evolve independently in multiple systems.
Storytelling
Normal Distribution
Convergence
Mental Model
19. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Constancy
Expectation Effect
Life Cycle
Consistency
20. A property of visual equivalence among elements in a form.
Symmetry
Inverted Pyramid
Golden Ratio
Top- Down Lighting Bias
21. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Cognitive Dissonance
Mimicry
Demand Characteristics
Top- Down Lighting Bias
22. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Redundancy
Forgiveness
Uniform Connectedness
23. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Demand Characteristics
Control
Progressive Disclosure
Forgiveness
24. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Inverted Pyramid
Comparison
Maslow's Hierarchy of Needs
25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Constraint
Modularity
Accessibility
Law of Pragnanz
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Accessibility
Exposure Effect
Figure-Ground Relationship
Highlighting
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Hierarchy
Redundancy
Wayfinding
28. A technique for bringing attention to an area of text or image.
Highlighting
Recognition over recall
Orientation Sensitivity
Classical Conditioning
29. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Wayfinding
Pygmalion Effect
Storytelling
Self- similarity
30. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
80/20 Rule
Alignment
Hierarchy
Cognitive Dissonance
31. 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
Exposure Effect
Demand Characteristics
Gutenberg Diagram
32. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
80/20 Rule
Shaping
Errors
33. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
34. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Mimicry
Scaling Fallacy
Common Fate
35. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Constancy
Defensible Space
Inverted Pyramid
36. 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.
Defensible Space
Attractiveness Bias
Waist to Hip Ratio
Garbage In - Garbage Out
37. 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
Expectation Effect
Placebo effect
Demand Characteristics
38. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Fitts' Law
Attractiveness Bias
Layering
Expectation Effect
39. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Layering
Self- similarity
Operant Conditioning
Gutenberg Diagram
40. Elements that are close together are percieved to be more related than elements that are farther apart.
Halo Effect
Mimicry
Proximity
Normal Distribution
41. Patients experience treatment effects based on their belief that a treatment will work.
Cost-Benefit
Placebo effect
Face- ism Ratio
Waist to Hip Ratio
42. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Classical Conditioning
Orientation Sensitivity
Law of Pragnanz
43. The tendency for people to perform better or worse based on the expectations of another.
Five Hat Racks
Pygmalion Effect
Ockham's Razor
Forgiveness
44. A tendency to see objects and patterns as 3D when certain visual cues are present.
Operant Conditioning
Factor of Safety
Gutenberg Diagram
Three- Dimensional Projection
45. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Structural Forms
Serial Position Effects
Picture Superiority Effect
46. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Hierarchy of Needs (Design)
Highlighting
Uncertainty Principle
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Mental Model
Scaling Fallacy
Layering
48. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Garbage In - Garbage Out
Halo Effect
Flexibility-Usability Tradeoff
49. People understand and interact with systems and environments based on mental representations developed from experience.
Gutenberg Diagram
Mapping
Hawthorne Effect
Mental Model
50. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Weakest Link
Layering
Factor of Safety
Mimicry