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. The time it takes to make a decision increases as the number of alternatives increases.
2. 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.
Cost-Benefit
Waist to Hip Ratio
Law of Pragnanz
Framing
3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Layering
Closure
Picture Superiority Effect
Modularity
4. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Confirmation
Affordance
Structural Forms
Signal- to- Noise Ratio
5. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Normal Distribution
Threat detection
Savanna Preference
Wayfinding
6. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Cognitive Dissonance
Picture Superiority Effect
Attractiveness Bias
Consistency
7. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Placebo effect
Common Fate
Form Follows Function
Structural Forms
8. A process in which similar characteristics evolve independently in multiple systems.
Confirmation
Placebo effect
Baby-Face Bias
Convergence
9. People understand and interact with systems and environments based on mental representations developed from experience.
Threat detection
Mental Model
Progressive Disclosure
Mapping
10. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Framing
Interference Effects
Immersion
Highlighting
11. Patients experience treatment effects based on their belief that a treatment will work.
Mimicry
Garbage In - Garbage Out
Placebo effect
Control
12. Elements that are close together are percieved to be more related than elements that are farther apart.
Hierarchy
Serial Position Effects
Proximity
Wayfinding
13. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Life Cycle
Hawthorne Effect
Threat detection
Classical Conditioning
14. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Garbage In - Garbage Out
Defensible Space
Symmetry
Rosenthal Effect
15. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Threat detection
Cost-Benefit
Uncertainty Principle
16. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Highlighting
Legibility
Most Average Facial Appearance Effect
Expectation Effect
17. A technique for bringing attention to an area of text or image.
Recognition over recall
Highlighting
Face- ism Ratio
Feedback Loop
18. An original model on which something is patterned
Rosenthal Effect
Alignment
Archetype
Ockham's Razor
19. The tendency for people to perform better or worse based on the expectations of another.
Development Cycle
Hierarchy of Needs (Design)
Pygmalion Effect
Uncertainty Principle
20. 80% of the effects generated by any large system are caused by 20% of the variables.
Flexibility-Usability Tradeoff
Cognitive Dissonance
Ockham's Razor
80/20 Rule
21. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Prospect-Refuge
Factor of Safety
Signal- to- Noise Ratio
Three- Dimensional Projection
22. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Performance vs. Preference
Savanna Preference
Signal- to- Noise Ratio
Progressive Disclosure
23. Given a choice between functionally equivalent designs - the simplest design should be selected.
24. 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.
Factor of Safety
Good Continuation
Errors
Highlighting
25. 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.
Defensible Space
Hawthorne Effect
Mapping
Inverted Pyramid
26. The process of using spatial and environmental information to navigate to a destination.
Hierarchy
Wayfinding
Structural Forms
Normal Distribution
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Recognition over recall
Convergence
Hawthorne Effect
Golden Ratio
28. A process of repeating a set of operation until a specific result is achieved.
Iteration
Law of Pragnanz
Threat detection
Alignment
29. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Golden Ratio
Self- similarity
Performance vs. Preference
Development Cycle
30. The use of pictorial images to improve the recognition and recall of signs and controls.
Iteration
Storytelling
Iconic Representation
Highlighting
31. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Similarity
Accessibility
Iconic Representation
32. 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.
Modularity
Serial Position Effects
Picture Superiority Effect
Affordance
33. The usability of a system is improved when similar parts are expressed in similar ways.
Normal Distribution
Common Fate
Consistency
Storytelling
34. The usability of a system is improved when its status and methods of use are clearly visible.
Recognition over recall
Comparison
Visibility
Golden Ratio
35. 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.
Law of Pragnanz
Signal- to- Noise Ratio
Redundancy
Affordance
36. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Layering
Redundancy
Uniform Connectedness
Placebo effect
37. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Expectation Effect
Constancy
Shaping
Immersion
38. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Confirmation
Face- ism Ratio
Baby-Face Bias
Hick's Law
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Constraint
Gutenberg Diagram
Fibonacci Sequence
Archetype
40. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hierarchy
Weakest Link
Gutenberg Diagram
Five Hat Racks
41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Progressive Disclosure
Demand Characteristics
Highlighting
Confirmation
42. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Orientation Sensitivity
Closure
Consistency
Classical Conditioning
43. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Iconic Representation
Scaling Fallacy
Comparison
44. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Uncertainty Principle
Hawthorne Effect
Serial Position Effects
45. A property of visual equivalence among elements in a form.
Weakest Link
Symmetry
Chunking
Confirmation
46. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Signal- to- Noise Ratio
Most Average Facial Appearance Effect
Rosenthal Effect
47. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Law of Pragnanz
Convergence
Similarity
Halo Effect
48. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Orientation Sensitivity
Prototyping
Layering
Attractiveness Bias
49. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Mnemonic Device
Expectation Effect
Operant Conditioning
Classical Conditioning
50. Elements that are similar are perceived to be more related than elements that are dissimilar.
Most Average Facial Appearance Effect
Storytelling
Savanna Preference
Similarity