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 usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Accessibility
Prototyping
Comparison
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Interference Effects
Garbage In - Garbage Out
Five Hat Racks
Redundancy
3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Common Fate
Interference Effects
Modularity
Comparison
4. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Highlighting
Progressive Disclosure
Framing
5. The usability of a system is improved when similar parts are expressed in similar ways.
Closure
Consistency
Ockham's Razor
Storytelling
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Comparison
Interference Effects
Hierarchy of Needs (Design)
Operant Conditioning
7. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Uniform Connectedness
Demand Characteristics
Weakest Link
8. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Life Cycle
Consistency
Threat detection
Chunking
9. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
10. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Closure
Uniform Connectedness
Development Cycle
Accessibility
11. The use of pictorial images to improve the recognition and recall of signs and controls.
Errors
Satisficing
Convergence
Iconic Representation
12. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Weakest Link
Storytelling
Placebo effect
Performance vs. Preference
13. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Depth of Processing
Modularity
Framing
Face- ism Ratio
14. 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
Maslow's Hierarchy of Needs
Uniform Connectedness
Redundancy
15. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Expectation Effect
Performance Load
Structural Forms
16. The quality of system output is dependent on the quality of system input.
Form Follows Function
Affordance
Forgiveness
Garbage In - Garbage Out
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
18. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Depth of Processing
Errors
Constancy
Hierarchy
19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Scaling Fallacy
Signal- to- Noise Ratio
Cognitive Dissonance
Hawthorne Effect
20. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
80/20 Rule
Demand Characteristics
Orientation Sensitivity
Factor of Safety
21. Teachers treat students differently based on their expectations of how students will perform.
Highlighting
Signal- to- Noise Ratio
Performance Load
Rosenthal Effect
22. A process in which similar characteristics evolve independently in multiple systems.
Shaping
Ockham's Razor
Framing
Convergence
23. 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.
Flexibility-Usability Tradeoff
Exposure Effect
Serial Position Effects
Similarity
24. 80% of the effects generated by any large system are caused by 20% of the variables.
Ockham's Razor
Constancy
Halo Effect
80/20 Rule
25. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Archetype
Depth of Processing
Rule of Thirds
Framing
26. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Prototyping
Classical Conditioning
Orientation Sensitivity
Uncertainty Principle
27. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Development Cycle
Inverted Pyramid
Satisficing
Serial Position Effects
28. 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?)
Entry Point
Rule of Thirds
Cost-Benefit
Common Fate
29. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mental Model
Prospect-Refuge
Similarity
Archetype
30. A sequence of numbers in which each number is the sum of the preceding two.
Recognition over recall
Modularity
Orientation Sensitivity
Fibonacci Sequence
31. 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.
Errors
Hierarchy of Needs (Design)
Placebo effect
Chunking
32. 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)
Figure-Ground Relationship
Scaling Fallacy
Errors
Prototyping
33. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Closure
Five Hat Racks
Self- similarity
Exposure Effect
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
80/20 Rule
Weakest Link
Constancy
Placebo effect
35. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Placebo effect
Mapping
Confirmation
Performance Load
36. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Visibility
Highlighting
Proximity
37. People understand and interact with systems and environments based on mental representations developed from experience.
Framing
Placebo effect
Hierarchy
Mental Model
38. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Development Cycle
Shaping
Figure-Ground Relationship
Rosenthal Effect
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
80/20 Rule
Hawthorne Effect
Prototyping
Five Hat Racks
40. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Performance vs. Preference
Expectation Effect
Common Fate
41. 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.
Threat detection
Fitts' Law
Demand Characteristics
Redundancy
42. 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.
Symmetry
Hierarchy
Hick's Law
Savanna Preference
43. 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.
Cognitive Dissonance
Life Cycle
Depth of Processing
Feedback Loop
44. The tendency for people to behave differently when they know they are being studied
Halo Effect
Iteration
Mnemonic Device
Hawthorne Effect
45. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Garbage In - Garbage Out
Immersion
Baby-Face Bias
46. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Feedback Loop
Attractiveness Bias
Law of Pragnanz
Cognitive Dissonance
47. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Factor of Safety
Shaping
Baby-Face Bias
Fitts' Law
48. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Alignment
Most Average Facial Appearance Effect
Visibility
Entry Point
49. A property in which a form is made up of parts similar to the whole or to one another.
Attractiveness Bias
Self- similarity
Placebo effect
Exposure Effect
50. The time it takes to make a decision increases as the number of alternatives increases.