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 process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Common Fate
Rule of Thirds
Accessibility
2. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Constraint
Hierarchy of Needs (Design)
Orientation Sensitivity
Demand Characteristics
3. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Iconic Representation
Most Average Facial Appearance Effect
Entry Point
Five Hat Racks
4. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Symmetry
Iconic Representation
80/20 Rule
5. The usability of a system is improved when similar parts are expressed in similar ways.
Recognition over recall
Mnemonic Device
Consistency
Hick's Law
6. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Alignment
Golden Ratio
Rosenthal Effect
7. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Comparison
Uncertainty Principle
Top- Down Lighting Bias
Gutenberg Diagram
8. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
80/20 Rule
Mnemonic Device
Life Cycle
Errors
9. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Maslow's Hierarchy of Needs
Gutenberg Diagram
Orientation Sensitivity
Storytelling
10. A process in which similar characteristics evolve independently in multiple systems.
Mental Model
Flexibility-Usability Tradeoff
Convergence
Waist to Hip Ratio
11. The use of pictorial images to improve the recognition and recall of signs and controls.
Most Average Facial Appearance Effect
Iconic Representation
Mimicry
Layering
12. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Hawthorne Effect
Symmetry
Framing
13. 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
Fibonacci Sequence
Hawthorne Effect
Modularity
14. The quality of system output is dependent on the quality of system input.
Interference Effects
Garbage In - Garbage Out
Gutenberg Diagram
Redundancy
15. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Normal Distribution
Three- Dimensional Projection
Rule of Thirds
16. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.
Mapping
Placebo effect
Development Cycle
Savanna Preference
17. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Chunking
Shaping
Fibonacci Sequence
18. 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.
Control
Framing
Redundancy
Layering
19. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Feedback Loop
Self- similarity
Performance Load
Uniform Connectedness
20. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Operant Conditioning
Iconic Representation
Factor of Safety
Visibility
21. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Hawthorne Effect
Mental Model
Good Continuation
22. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Uniform Connectedness
Pygmalion Effect
Satisficing
23. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Hierarchy of Needs (Design)
Legibility
Performance Load
Errors
24. An attribute of an object that allows people to intuitively know how to use it
Factor of Safety
Expectation Effect
Affordance
Similarity
25. People understand and interact with systems and environments based on mental representations developed from experience.
Hawthorne Effect
Accessibility
Mental Model
Demand Characteristics
26. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Figure-Ground Relationship
Attractiveness Bias
Readability
Law of Pragnanz
27. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Comparison
Performance vs. Preference
Scaling Fallacy
28. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Convergence
Mnemonic Device
Mental Model
Rosenthal Effect
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Legibility
Demand Characteristics
Archetype
30. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Proximity
Mapping
Shaping
31. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Serial Position Effects
Flexibility-Usability Tradeoff
Attractiveness Bias
Garbage In - Garbage Out
32. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Top- Down Lighting Bias
Forgiveness
Most Average Facial Appearance Effect
Development Cycle
33. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Common Fate
Comparison
Attractiveness Bias
34. Pictures are remembered better than words.
Waist to Hip Ratio
Attractiveness Bias
Rule of Thirds
Picture Superiority Effect
35. A technique for bringing attention to an area of text or image.
Highlighting
Layering
Shaping
Constraint
36. 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.
Control
Self- similarity
Classical Conditioning
Hierarchy of Needs (Design)
37. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Modularity
Face- ism Ratio
Form Follows Function
Confirmation
38. 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
Gutenberg Diagram
Halo Effect
Uniform Connectedness
39. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Alignment
Fitts' Law
Storytelling
Operant Conditioning
40. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Face- ism Ratio
Constancy
Comparison
Hierarchy
41. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Von Restorff Effect
Archetype
Top- Down Lighting Bias
42. Teachers treat students differently based on their expectations of how students will perform.
Cost-Benefit
Rosenthal Effect
Alignment
Golden Ratio
43. 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.)
Inverted Pyramid
Life Cycle
Expectation Effect
Attractiveness Bias
44. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Forgiveness
Normal Distribution
Cognitive Dissonance
Similarity
45. The usability of a system is improved when its status and methods of use are clearly visible.
Golden Ratio
Mimicry
Fibonacci Sequence
Visibility
46. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Pygmalion Effect
Shaping
Classical Conditioning
Expectation Effect
47. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Readability
Von Restorff Effect
Layering
48. A technique of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Chunking
Constancy
Mnemonic Device
Structural Forms
49. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Satisficing
Form Follows Function
Savanna Preference
Garbage In - Garbage Out
50. 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?)
Legibility
Cost-Benefit
Pygmalion Effect
Chunking