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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. A tendency to see objects and patterns as 3D when certain visual cues are present.
Common Fate
Recognition over recall
Three- Dimensional Projection
Signal- to- Noise Ratio
2. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Prototyping
Shaping
Depth of Processing
Performance Load
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Self- similarity
Hick's Law
Weakest Link
Top- Down Lighting Bias
4. The use of pictorial images to improve the recognition and recall of signs and controls.
Expectation Effect
Iconic Representation
Garbage In - Garbage Out
Mimicry
5. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Garbage In - Garbage Out
Comparison
Alignment
Classical Conditioning
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
7. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Satisficing
80/20 Rule
Immersion
8. 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
Von Restorff Effect
Placebo effect
Fitts' Law
9. The time required to move to a target is a function of the target size and distance to the target.
10. A property of visual equivalence among elements in a form.
Interference Effects
Maslow's Hierarchy of Needs
Comparison
Symmetry
11. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Classical Conditioning
Convergence
Uncertainty Principle
Wayfinding
12. 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.
Good Continuation
Interference Effects
Hierarchy
Prototyping
13. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Progressive Disclosure
Attractiveness Bias
Accessibility
Flexibility-Usability Tradeoff
14. 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
Symmetry
Common Fate
Confirmation
Attractiveness Bias
15. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Immersion
Structural Forms
Storytelling
16. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Form Follows Function
Inverted Pyramid
Golden Ratio
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Constancy
Layering
Weakest Link
Normal Distribution
18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Signal- to- Noise Ratio
Shaping
Comparison
Prospect-Refuge
19. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Expectation Effect
Interference Effects
Immersion
Convergence
20. The relative ease with which a destination - idea - or concept may be reached.
Normal Distribution
Maslow's Hierarchy of Needs
Operant Conditioning
Accessibility
21. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Performance vs. Preference
Defensible Space
Attractiveness Bias
Feedback Loop
22. 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
Legibility
Performance Load
Fibonacci Sequence
23. The usability of a system is improved when similar parts are expressed in similar ways.
Golden Ratio
Consistency
Iteration
Prospect-Refuge
24. The time it takes to make a decision increases as the number of alternatives increases.
25. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Shaping
Attractiveness Bias
Closure
Normal Distribution
26. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Good Continuation
Hierarchy
Rosenthal Effect
Waist to Hip Ratio
27. As the flexiblity of a system increases - its usability decreases.
Mnemonic Device
Depth of Processing
Flexibility-Usability Tradeoff
Figure-Ground Relationship
28. 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
Uncertainty Principle
Performance Load
Halo Effect
29. A property in which a form is made up of parts similar to the whole or to one another.
Alignment
Recognition over recall
Self- similarity
Operant Conditioning
30. The quality of system output is dependent on the quality of system input.
Exposure Effect
Garbage In - Garbage Out
Readability
Comparison
31. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Proximity
Mimicry
Factor of Safety
Structural Forms
32. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Rosenthal Effect
Convergence
Constancy
Baby-Face Bias
33. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Ockham's Razor
Factor of Safety
Three- Dimensional Projection
34. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Garbage In - Garbage Out
Threat detection
Iconic Representation
35. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Pygmalion Effect
Immersion
Shaping
Normal Distribution
36. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Entry Point
Forgiveness
Three- Dimensional Projection
37. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Legibility
Immersion
Closure
Prototyping
38. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Accessibility
Constancy
Form Follows Function
Good Continuation
39. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Mental Model
Law of Pragnanz
Weakest Link
Highlighting
40. 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.
Structural Forms
Mimicry
Defensible Space
Redundancy
41. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Accessibility
Rule of Thirds
Legibility
Storytelling
42. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Baby-Face Bias
Convergence
Exposure Effect
Layering
43. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Structural Forms
Storytelling
Von Restorff Effect
Mimicry
44. The usability of a system is improved when its status and methods of use are clearly visible.
Defensible Space
Classical Conditioning
Closure
Visibility
45. The process of using spatial and environmental information to navigate to a destination.
Exposure Effect
Wayfinding
Archetype
Law of Pragnanz
46. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Uniform Connectedness
Control
Structural Forms
47. 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.
80/20 Rule
Demand Characteristics
Savanna Preference
Framing
48. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Waist to Hip Ratio
Placebo effect
Feedback Loop
49. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Progressive Disclosure
Structural Forms
Scaling Fallacy
Constancy
50. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Development Cycle
Performance vs. Preference
Mental Model