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. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Mnemonic Device
Wayfinding
Factor of Safety
2. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Threat detection
Signal- to- Noise Ratio
Rule of Thirds
Forgiveness
3. 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.
Waist to Hip Ratio
Shaping
Fitts' Law
Picture Superiority Effect
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Development Cycle
Constancy
Performance Load
Cognitive Dissonance
5. Patients experience treatment effects based on their belief that a treatment will work.
Three- Dimensional Projection
Depth of Processing
Placebo effect
Archetype
6. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Fitts' Law
Mimicry
Accessibility
Interference Effects
7. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Accessibility
Archetype
Operant Conditioning
8. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Classical Conditioning
Factor of Safety
Feedback Loop
9. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Satisficing
Storytelling
Interference Effects
Factor of Safety
10. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Scaling Fallacy
Face- ism Ratio
Entry Point
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Convergence
Control
Hierarchy
Form Follows Function
12. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Exposure Effect
Prospect-Refuge
Hierarchy
Interference Effects
13. The time required to move to a target is a function of the target size and distance to the target.
14. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Consistency
Prototyping
Five Hat Racks
Rule of Thirds
15. 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.
Alignment
Mapping
Three- Dimensional Projection
Accessibility
16. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Rosenthal Effect
Alignment
Iconic Representation
17. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Affordance
Weakest Link
Figure-Ground Relationship
Prototyping
18. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Factor of Safety
Constancy
Mapping
Progressive Disclosure
19. 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.
Layering
Errors
Classical Conditioning
Feedback Loop
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.
Hierarchy of Needs (Design)
Redundancy
Chunking
Immersion
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Closure
Flexibility-Usability Tradeoff
Confirmation
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Baby-Face Bias
Self- similarity
Weakest Link
Gutenberg Diagram
23. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
80/20 Rule
Top- Down Lighting Bias
Prototyping
Constancy
24. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Feedback Loop
Layering
Prospect-Refuge
Storytelling
25. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Hick's Law
Progressive Disclosure
Attractiveness Bias
26. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Highlighting
Operant Conditioning
Flexibility-Usability Tradeoff
Fibonacci Sequence
27. The use of pictorial images to improve the recognition and recall of signs and controls.
Progressive Disclosure
Garbage In - Garbage Out
Iconic Representation
Attractiveness Bias
28. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Mapping
Performance vs. Preference
Hawthorne Effect
Framing
29. 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?)
Uncertainty Principle
Cost-Benefit
Mnemonic Device
Interference Effects
30. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Proximity
Halo Effect
Redundancy
Von Restorff Effect
31. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Storytelling
Halo Effect
Shaping
32. As the flexiblity of a system increases - its usability decreases.
Scaling Fallacy
Uniform Connectedness
Layering
Flexibility-Usability Tradeoff
33. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
80/20 Rule
Readability
Prospect-Refuge
Shaping
34. People understand and interact with systems and environments based on mental representations developed from experience.
Hick's Law
Progressive Disclosure
Development Cycle
Mental Model
35. An attribute of an object that allows people to intuitively know how to use it
Waist to Hip Ratio
Proximity
Constancy
Affordance
36. A technique for bringing attention to an area of text or image.
Highlighting
Affordance
Immersion
Picture Superiority Effect
37. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Proximity
Orientation Sensitivity
Mnemonic Device
Shaping
38. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Form Follows Function
Five Hat Racks
Mnemonic Device
39. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Face- ism Ratio
Uniform Connectedness
Framing
Structural Forms
40. The process of using spatial and environmental information to navigate to a destination.
Most Average Facial Appearance Effect
Uncertainty Principle
Comparison
Wayfinding
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Signal- to- Noise Ratio
Accessibility
Halo Effect
Wayfinding
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Wayfinding
Five Hat Racks
Entry Point
Confirmation
43. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Serial Position Effects
Mnemonic Device
Iconic Representation
Recognition over recall
44. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Iteration
Von Restorff Effect
Exposure Effect
Good Continuation
45. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Iteration
Law of Pragnanz
Uncertainty Principle
Archetype
46. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Signal- to- Noise Ratio
Serial Position Effects
Prototyping
Recognition over recall
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Most Average Facial Appearance Effect
Symmetry
Life Cycle
Factor of Safety
48. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Uncertainty Principle
Depth of Processing
Confirmation
Rule of Thirds
49. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
50. 80% of the effects generated by any large system are caused by 20% of the variables.
Garbage In - Garbage Out
Rosenthal Effect
80/20 Rule
Readability