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. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Most Average Facial Appearance Effect
Orientation Sensitivity
Operant Conditioning
2. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Flexibility-Usability Tradeoff
Storytelling
Face- ism Ratio
3. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hierarchy of Needs (Design)
Redundancy
Signal- to- Noise Ratio
Interference Effects
4. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Closure
Fitts' Law
Interference Effects
Halo Effect
5. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Feedback Loop
Mnemonic Device
Self- similarity
Alignment
6. 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
Recognition over recall
Archetype
Normal Distribution
7. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Iconic Representation
Uncertainty Principle
Self- similarity
8. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Gutenberg Diagram
Face- ism Ratio
Depth of Processing
Top- Down Lighting Bias
9. A ratio within the elements of a form - such as height to width - approximating 0.618.
Recognition over recall
Maslow's Hierarchy of Needs
Structural Forms
Golden Ratio
10. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Rosenthal Effect
Defensible Space
Mental Model
Factor of Safety
11. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Cognitive Dissonance
Constraint
Picture Superiority Effect
Inverted Pyramid
12. Pictures are remembered better than words.
Normal Distribution
Highlighting
Immersion
Picture Superiority Effect
13. A sequence of numbers in which each number is the sum of the preceding two.
Gutenberg Diagram
Fibonacci Sequence
Legibility
Waist to Hip Ratio
14. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Entry Point
Constancy
Hawthorne Effect
15. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Forgiveness
Affordance
Performance vs. Preference
16. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Flexibility-Usability Tradeoff
Halo Effect
Serial Position Effects
17. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Consistency
Iteration
Top- Down Lighting Bias
Entry Point
18. The tendency for people to perform better or worse based on the expectations of another.
Ockham's Razor
Proximity
Depth of Processing
Pygmalion Effect
19. A tendency to see objects and patterns as 3D when certain visual cues are present.
Alignment
Common Fate
Fibonacci Sequence
Three- Dimensional Projection
20. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Iteration
Forgiveness
Progressive Disclosure
Entry Point
21. An action or ommission of action yielding an unintended result.
Self- similarity
Cost-Benefit
Hierarchy of Needs (Design)
Errors
22. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Classical Conditioning
Mental Model
Picture Superiority Effect
Mimicry
23. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Hierarchy of Needs (Design)
Progressive Disclosure
Life Cycle
Top- Down Lighting Bias
24. A technique for bringing attention to an area of text or image.
Attractiveness Bias
Interference Effects
Control
Highlighting
25. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Savanna Preference
Five Hat Racks
Form Follows Function
26. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hick's Law
Normal Distribution
Layering
Hierarchy
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Most Average Facial Appearance Effect
Law of Pragnanz
Top- Down Lighting Bias
Convergence
28. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Picture Superiority Effect
Legibility
Attractiveness Bias
29. 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?)
Cost-Benefit
Closure
Progressive Disclosure
Development Cycle
30. The relative ease with which a destination - idea - or concept may be reached.
Errors
Accessibility
Mnemonic Device
Flexibility-Usability Tradeoff
31. A property in which a form is made up of parts similar to the whole or to one another.
Proximity
Top- Down Lighting Bias
Self- similarity
Common Fate
32. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Picture Superiority Effect
Fibonacci Sequence
Most Average Facial Appearance Effect
Proximity
33. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Uniform Connectedness
Constancy
Satisficing
Picture Superiority Effect
34. 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.
Immersion
Serial Position Effects
Mnemonic Device
Expectation Effect
35. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Storytelling
Control
Shaping
Gutenberg Diagram
36. The debgree to which prose can be understood - based on the complexity of words and sentences.
Cost-Benefit
Performance vs. Preference
Inverted Pyramid
Readability
37. Given a choice between functionally equivalent designs - the simplest design should be selected.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
38. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Rosenthal Effect
Orientation Sensitivity
Forgiveness
Performance vs. Preference
39. Elements that are close together are percieved to be more related than elements that are farther apart.
Development Cycle
Proximity
Self- similarity
Figure-Ground Relationship
40. Teachers treat students differently based on their expectations of how students will perform.
Prospect-Refuge
Redundancy
Hick's Law
Rosenthal Effect
41. A property of visual equivalence among elements in a form.
Chunking
Symmetry
Operant Conditioning
Three- Dimensional Projection
42. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Readability
Archetype
Prospect-Refuge
43. Elements that are similar are perceived to be more related than elements that are dissimilar.
Expectation Effect
Archetype
Similarity
Most Average Facial Appearance Effect
44. 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.
Mental Model
Factor of Safety
Development Cycle
Good Continuation
45. As the flexiblity of a system increases - its usability decreases.
Errors
Flexibility-Usability Tradeoff
Chunking
Development Cycle
46. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Ockham's Razor
Form Follows Function
Convergence
47. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Wayfinding
Similarity
Prototyping
Form Follows Function
48. The process of using spatial and environmental information to navigate to a destination.
Von Restorff Effect
Wayfinding
80/20 Rule
Alignment
49. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Placebo effect
Archetype
Top- Down Lighting Bias
Performance Load
50. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Affordance
Mnemonic Device
Operant Conditioning
Progressive Disclosure