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 level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Prototyping
Baby-Face Bias
Consistency
2. A sequence of numbers in which each number is the sum of the preceding two.
Most Average Facial Appearance Effect
Fibonacci Sequence
Mimicry
Scaling Fallacy
3. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Common Fate
Immersion
Signal- to- Noise Ratio
4. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Expectation Effect
Serial Position Effects
Wayfinding
5. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Common Fate
Consistency
Demand Characteristics
Constancy
6. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Constraint
Chunking
Fitts' Law
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Depth of Processing
Storytelling
Good Continuation
Closure
8. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Defensible Space
Hierarchy of Needs (Design)
Entry Point
Convergence
9. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Storytelling
Gutenberg Diagram
Form Follows Function
Five Hat Racks
10. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Satisficing
Framing
Chunking
11. 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
Inverted Pyramid
Errors
Halo Effect
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Iteration
Recognition over recall
Exposure Effect
Weakest Link
13. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Development Cycle
Form Follows Function
Wayfinding
14. 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.
Normal Distribution
Uniform Connectedness
Golden Ratio
Hierarchy of Needs (Design)
15. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Picture Superiority Effect
Legibility
Face- ism Ratio
Orientation Sensitivity
16. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Life Cycle
Hierarchy
Flexibility-Usability Tradeoff
80/20 Rule
17. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Top- Down Lighting Bias
Good Continuation
Prospect-Refuge
Control
18. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Rosenthal Effect
Von Restorff Effect
Mental Model
19. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Waist to Hip Ratio
80/20 Rule
Structural Forms
Weakest Link
20. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Exposure Effect
Accessibility
Depth of Processing
Attractiveness Bias
21. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Flexibility-Usability Tradeoff
Three- Dimensional Projection
Operant Conditioning
Von Restorff Effect
22. Patients experience treatment effects based on their belief that a treatment will work.
Closure
Progressive Disclosure
Placebo effect
Structural Forms
23. 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.)
Expectation Effect
Hick's Law
Immersion
Fitts' Law
24. 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
Orientation Sensitivity
Face- ism Ratio
25. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Operant Conditioning
Wayfinding
Errors
26. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
27. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Framing
Archetype
Life Cycle
Weakest Link
28. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Picture Superiority Effect
Life Cycle
Halo Effect
Depth of Processing
29. 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.
Legibility
Savanna Preference
Cost-Benefit
Proximity
30. The time it takes to make a decision increases as the number of alternatives increases.
31. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mental Model
Visibility
Structural Forms
Mnemonic Device
32. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uniform Connectedness
Attractiveness Bias
Control
Halo Effect
33. An action or ommission of action yielding an unintended result.
Signal- to- Noise Ratio
Chunking
Errors
Placebo effect
34. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Visibility
Golden Ratio
Form Follows Function
Operant Conditioning
35. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Figure-Ground Relationship
Mimicry
Alignment
Similarity
36. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Wayfinding
Performance Load
Recognition over recall
Demand Characteristics
37. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Development Cycle
Forgiveness
Constraint
Control
38. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Satisficing
Interference Effects
Self- similarity
Legibility
39. The debgree to which prose can be understood - based on the complexity of words and sentences.
Ockham's Razor
Readability
Life Cycle
Chunking
40. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Recognition over recall
Development Cycle
Feedback Loop
Gutenberg Diagram
41. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Scaling Fallacy
Depth of Processing
Von Restorff Effect
Top- Down Lighting Bias
42. Elements that are similar are perceived to be more related than elements that are dissimilar.
Five Hat Racks
Similarity
Structural Forms
Figure-Ground Relationship
43. A technique that influences decision making and judgement by manipulating the way information is presented.
Common Fate
Mnemonic Device
Framing
Fitts' Law
44. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Cognitive Dissonance
Operant Conditioning
Factor of Safety
Constraint
45. The tendency for people to perform better or worse based on the expectations of another.
Good Continuation
Chunking
Baby-Face Bias
Pygmalion Effect
46. An original model on which something is patterned
Hierarchy
Uniform Connectedness
Closure
Archetype
47. The usability of a system is improved when similar parts are expressed in similar ways.
Defensible Space
Halo Effect
Convergence
Consistency
48. 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
Mimicry
Immersion
Uniform Connectedness
49. 80% of the effects generated by any large system are caused by 20% of the variables.
Fitts' Law
Modularity
80/20 Rule
Inverted Pyramid
50. A property in which a form is made up of parts similar to the whole or to one another.
Common Fate
Self- similarity
Ockham's Razor
Figure-Ground Relationship