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 property of visual equivalence among elements in a form.
Baby-Face Bias
Satisficing
Confirmation
Symmetry
2. A method of limiting the actions that can be performed on a system.
Constraint
Maslow's Hierarchy of Needs
Common Fate
Iteration
3. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Consistency
Uncertainty Principle
Hierarchy
Hierarchy of Needs (Design)
4. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Similarity
Legibility
Constraint
Serial Position Effects
5. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Mnemonic Device
Baby-Face Bias
Normal Distribution
Mental Model
6. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Five Hat Racks
Expectation Effect
Uncertainty Principle
7. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Symmetry
Fitts' Law
Redundancy
Classical Conditioning
8. 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)
Attractiveness Bias
Scaling Fallacy
Picture Superiority Effect
Placebo effect
9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Placebo effect
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
Immersion
10. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Affordance
Archetype
Similarity
11. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Figure-Ground Relationship
Satisficing
Threat detection
Immersion
12. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Baby-Face Bias
Factor of Safety
Face- ism Ratio
13. 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.
Attractiveness Bias
Feedback Loop
Life Cycle
Proximity
14. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Performance vs. Preference
Golden Ratio
Alignment
15. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Operant Conditioning
Classical Conditioning
Hawthorne Effect
Gutenberg Diagram
16. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Weakest Link
Similarity
Layering
Comparison
17. Teachers treat students differently based on their expectations of how students will perform.
Modularity
Rosenthal Effect
Immersion
Serial Position Effects
18. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Affordance
Similarity
Serial Position Effects
19. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Demand Characteristics
Form Follows Function
Hick's Law
20. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Gutenberg Diagram
Modularity
Forgiveness
Mnemonic Device
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Shaping
Scaling Fallacy
Confirmation
Operant Conditioning
22. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Performance vs. Preference
Comparison
Hick's Law
Visibility
23. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Uncertainty Principle
Feedback Loop
Progressive Disclosure
24. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Proximity
Similarity
Von Restorff Effect
25. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Alignment
Rule of Thirds
Gutenberg Diagram
Face- ism Ratio
26. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Mimicry
Maslow's Hierarchy of Needs
Chunking
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Ockham's Razor
Gutenberg Diagram
Mapping
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Life Cycle
Classical Conditioning
Interference Effects
Progressive Disclosure
29. 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
Law of Pragnanz
Immersion
Mnemonic Device
30. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Cost-Benefit
Defensible Space
Progressive Disclosure
Proximity
31. A process of repeating a set of operation until a specific result is achieved.
Cost-Benefit
Iteration
Fibonacci Sequence
Classical Conditioning
32. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Scaling Fallacy
Similarity
Pygmalion Effect
Performance Load
33. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Closure
Good Continuation
Recognition over recall
34. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Law of Pragnanz
Baby-Face Bias
Interference Effects
35. The quality of system output is dependent on the quality of system input.
Constraint
Operant Conditioning
Garbage In - Garbage Out
Layering
36. The process of using spatial and environmental information to navigate to a destination.
Waist to Hip Ratio
Wayfinding
Scaling Fallacy
Satisficing
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Consistency
Face- ism Ratio
Ockham's Razor
Mimicry
38. 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.)
Form Follows Function
Figure-Ground Relationship
Expectation Effect
Constancy
39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Comparison
Framing
Three- Dimensional Projection
80/20 Rule
40. The tendency for people to perform better or worse based on the expectations of another.
Scaling Fallacy
Uniform Connectedness
Pygmalion Effect
Good Continuation
41. An attribute of an object that allows people to intuitively know how to use it
Affordance
Threat detection
Development Cycle
Readability
42. The time required to move to a target is a function of the target size and distance to the target.
43. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Baby-Face Bias
Demand Characteristics
Mapping
Mimicry
44. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Mapping
Garbage In - Garbage Out
Weakest Link
Exposure Effect
45. The usability of a system is improved when similar parts are expressed in similar ways.
Normal Distribution
Consistency
Face- ism Ratio
Rosenthal Effect
46. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Mapping
Factor of Safety
Hierarchy
Uniform Connectedness
47. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Forgiveness
Closure
Legibility
Control
48. The relative ease with which a destination - idea - or concept may be reached.
Forgiveness
Accessibility
Performance vs. Preference
Attractiveness Bias
49. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Exposure Effect
Baby-Face Bias
Readability
Five Hat Racks
50. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Signal- to- Noise Ratio
Life Cycle
Consistency
Inverted Pyramid