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. An attribute of an object that allows people to intuitively know how to use it
Affordance
Hierarchy of Needs (Design)
Development Cycle
Prototyping
2. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Face- ism Ratio
Proximity
Garbage In - Garbage Out
Prototyping
3. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Maslow's Hierarchy of Needs
Mimicry
Five Hat Racks
Law of Pragnanz
4. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mimicry
Alignment
Classical Conditioning
Law of Pragnanz
5. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Picture Superiority Effect
Proximity
Cognitive Dissonance
Garbage In - Garbage Out
6. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Mental Model
Framing
Proximity
Uniform Connectedness
7. 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?)
Waist to Hip Ratio
Five Hat Racks
Cost-Benefit
Development Cycle
8. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Control
Constraint
Satisficing
Shaping
9. As the flexiblity of a system increases - its usability decreases.
Baby-Face Bias
Flexibility-Usability Tradeoff
Placebo effect
Iconic Representation
10. Teachers treat students differently based on their expectations of how students will perform.
Von Restorff Effect
Performance vs. Preference
Three- Dimensional Projection
Rosenthal Effect
11. An original model on which something is patterned
Layering
Archetype
Prospect-Refuge
Redundancy
12. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Layering
Factor of Safety
Most Average Facial Appearance Effect
Alignment
13. Given a choice between functionally equivalent designs - the simplest design should be selected.
14. 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
Waist to Hip Ratio
Scaling Fallacy
Expectation Effect
15. Memory for recognizing things is better than memory for recalling things.
Law of Pragnanz
Hierarchy
Forgiveness
Recognition over recall
16. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Proximity
Mapping
Law of Pragnanz
Three- Dimensional Projection
17. The quality of system output is dependent on the quality of system input.
Self- similarity
Savanna Preference
Garbage In - Garbage Out
Maslow's Hierarchy of Needs
18. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Storytelling
Shaping
Interference Effects
Immersion
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Cognitive Dissonance
Three- Dimensional Projection
Orientation Sensitivity
Performance Load
20. 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
Comparison
Von Restorff Effect
Common Fate
Constancy
21. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Comparison
Golden Ratio
Constancy
22. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Orientation Sensitivity
Serial Position Effects
Attractiveness Bias
23. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Weakest Link
Constancy
80/20 Rule
Layering
24. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Attractiveness Bias
Scaling Fallacy
Development Cycle
25. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Shaping
Iconic Representation
Progressive Disclosure
Flexibility-Usability Tradeoff
26. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Structural Forms
Ockham's Razor
Iteration
Baby-Face Bias
27. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Inverted Pyramid
Satisficing
Garbage In - Garbage Out
Good Continuation
28. 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.
Feedback Loop
Performance Load
Constraint
Alignment
29. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Ockham's Razor
Similarity
Gutenberg Diagram
Hierarchy
30. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Development Cycle
Alignment
Hierarchy
31. A method of limiting the actions that can be performed on a system.
80/20 Rule
Constraint
Uniform Connectedness
Entry Point
32. 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.
Mapping
Highlighting
Storytelling
Consistency
33. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Operant Conditioning
Baby-Face Bias
Signal- to- Noise Ratio
Legibility
34. The relative ease with which a destination - idea - or concept may be reached.
Rule of Thirds
Proximity
Consistency
Accessibility
35. The time required to move to a target is a function of the target size and distance to the target.
36. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Prospect-Refuge
Orientation Sensitivity
Rule of Thirds
37. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Five Hat Racks
Prospect-Refuge
Wayfinding
Orientation Sensitivity
38. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Hierarchy of Needs (Design)
Halo Effect
Development Cycle
Performance Load
39. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Attractiveness Bias
Defensible Space
Mapping
Control
40. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Five Hat Racks
Prototyping
Development Cycle
Hierarchy
41. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Cost-Benefit
Top- Down Lighting Bias
Demand Characteristics
Threat detection
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Hawthorne Effect
Von Restorff Effect
Iconic Representation
Threat detection
43. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Readability
Gutenberg Diagram
Control
44. Pictures are remembered better than words.
Attractiveness Bias
Hierarchy of Needs (Design)
Picture Superiority Effect
Placebo effect
45. A property of visual equivalence among elements in a form.
Accessibility
Development Cycle
Symmetry
Hawthorne Effect
46. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Defensible Space
Fitts' Law
Law of Pragnanz
47. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Flexibility-Usability Tradeoff
Inverted Pyramid
Uniform Connectedness
Halo Effect
48. A technique that influences decision making and judgement by manipulating the way information is presented.
Good Continuation
Layering
Framing
Law of Pragnanz
49. A sequence of numbers in which each number is the sum of the preceding two.
Consistency
Fibonacci Sequence
Rosenthal Effect
Proximity
50. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Defensible Space
Threat detection
Gutenberg Diagram
Symmetry