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 tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Framing
Rosenthal Effect
Constancy
2. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Baby-Face Bias
Alignment
Closure
3. A sequence of numbers in which each number is the sum of the preceding two.
Shaping
Inverted Pyramid
Chunking
Fibonacci Sequence
4. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Mapping
Redundancy
Legibility
5. The time required to move to a target is a function of the target size and distance to the target.
6. Given a choice between functionally equivalent designs - the simplest design should be selected.
7. A ratio within the elements of a form - such as height to width - approximating 0.618.
Weakest Link
Top- Down Lighting Bias
Golden Ratio
Structural Forms
8. A technique that influences decision making and judgement by manipulating the way information is presented.
Hawthorne Effect
Exposure Effect
Savanna Preference
Framing
9. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Convergence
Serial Position Effects
Maslow's Hierarchy of Needs
10. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Proximity
Ockham's Razor
Self- similarity
Face- ism Ratio
11. 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)
Performance vs. Preference
Mental Model
Scaling Fallacy
Hawthorne Effect
12. An original model on which something is patterned
Rosenthal Effect
Progressive Disclosure
Archetype
Mnemonic Device
13. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Forgiveness
Entry Point
Proximity
Mapping
14. Teachers treat students differently based on their expectations of how students will perform.
Signal- to- Noise Ratio
Constancy
Rosenthal Effect
Most Average Facial Appearance Effect
15. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Inverted Pyramid
Waist to Hip Ratio
Constancy
Comparison
16. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Proximity
Affordance
Exposure Effect
17. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Common Fate
Iconic Representation
Shaping
Baby-Face Bias
18. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Hawthorne Effect
Serial Position Effects
Operant Conditioning
Structural Forms
19. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Depth of Processing
Uniform Connectedness
Life Cycle
20. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Cost-Benefit
Immersion
Figure-Ground Relationship
Legibility
21. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Pygmalion Effect
Symmetry
Life Cycle
22. Elements that are similar are perceived to be more related than elements that are dissimilar.
80/20 Rule
Forgiveness
Halo Effect
Similarity
23. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Von Restorff Effect
Structural Forms
Scaling Fallacy
24. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Progressive Disclosure
Mimicry
Common Fate
Highlighting
25. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Classical Conditioning
Interference Effects
Development Cycle
Forgiveness
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Similarity
Comparison
Fitts' Law
27. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Wayfinding
Cognitive Dissonance
Prototyping
Symmetry
28. The process of using spatial and environmental information to navigate to a destination.
Scaling Fallacy
Highlighting
Wayfinding
Hierarchy
29. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Von Restorff Effect
Placebo effect
Halo Effect
Classical Conditioning
30. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Baby-Face Bias
Rosenthal Effect
Mental Model
Figure-Ground Relationship
31. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
80/20 Rule
Shaping
Placebo effect
Von Restorff Effect
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.
Serial Position Effects
Mnemonic Device
Demand Characteristics
Figure-Ground Relationship
33. Pictures are remembered better than words.
Mimicry
Picture Superiority Effect
Life Cycle
Storytelling
34. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Expectation Effect
Attractiveness Bias
Uncertainty Principle
Golden Ratio
35. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Interference Effects
Progressive Disclosure
Iconic Representation
Mimicry
36. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hick's Law
Exposure Effect
Errors
Feedback Loop
37. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Fibonacci Sequence
Prototyping
Expectation Effect
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Immersion
Defensible Space
Attractiveness Bias
Satisficing
39. 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.
Archetype
Affordance
Inverted Pyramid
Feedback Loop
40. The debgree to which prose can be understood - based on the complexity of words and sentences.
Archetype
Readability
Exposure Effect
Uncertainty Principle
41. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Maslow's Hierarchy of Needs
Mnemonic Device
Exposure Effect
Garbage In - Garbage Out
42. An action or ommission of action yielding an unintended result.
Mimicry
Visibility
Errors
Signal- to- Noise Ratio
43. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Gutenberg Diagram
Good Continuation
Law of Pragnanz
44. 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.
Garbage In - Garbage Out
80/20 Rule
Performance vs. Preference
Hierarchy of Needs (Design)
45. 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
Comparison
Weakest Link
Flexibility-Usability Tradeoff
46. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Redundancy
Top- Down Lighting Bias
Performance vs. Preference
Archetype
47. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Prospect-Refuge
Hierarchy
Symmetry
Framing
48. A technique for bringing attention to an area of text or image.
Alignment
Progressive Disclosure
Highlighting
Exposure Effect
49. Successful products typically follow four stages of creation: requirements - design - development - and testing.
80/20 Rule
Affordance
Development Cycle
Hierarchy
50. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Weakest Link
Operant Conditioning
Fibonacci Sequence
Layering