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 use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Savanna Preference
Demand Characteristics
Comparison
2. The debgree to which prose can be understood - based on the complexity of words and sentences.
Interference Effects
Readability
Von Restorff Effect
Performance vs. Preference
3. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Common Fate
Serial Position Effects
Scaling Fallacy
Immersion
4. A tendency to see objects and patterns as 3D when certain visual cues are present.
Uncertainty Principle
Three- Dimensional Projection
Errors
Symmetry
5. An action or ommission of action yielding an unintended result.
Errors
Visibility
Common Fate
Confirmation
6. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Factor of Safety
Constraint
Convergence
7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Performance Load
Life Cycle
Five Hat Racks
8. The tendency for people to behave differently when they know they are being studied
Good Continuation
Savanna Preference
Hawthorne Effect
Waist to Hip Ratio
9. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Iconic Representation
Rosenthal Effect
Redundancy
10. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Interference Effects
Life Cycle
Five Hat Racks
Performance vs. Preference
11. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Shaping
Storytelling
Accessibility
12. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Self- similarity
Rosenthal Effect
Fitts' Law
13. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Control
Face- ism Ratio
Attractiveness Bias
Figure-Ground Relationship
14. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Prototyping
Hawthorne Effect
Mapping
15. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Hierarchy of Needs (Design)
Most Average Facial Appearance Effect
Expectation Effect
Waist to Hip Ratio
16. Memory for recognizing things is better than memory for recalling things.
Errors
Mnemonic Device
Recognition over recall
Hawthorne Effect
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Defensible Space
Control
Constraint
Progressive Disclosure
18. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Progressive Disclosure
Shaping
Common Fate
19. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Placebo effect
Prospect-Refuge
Rule of Thirds
Interference Effects
20. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
80/20 Rule
Expectation Effect
Mimicry
Uniform Connectedness
21. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Interference Effects
Comparison
Shaping
80/20 Rule
22. 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.
Layering
Errors
Savanna Preference
Waist to Hip Ratio
23. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Performance Load
Entry Point
Chunking
Law of Pragnanz
24. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Progressive Disclosure
Immersion
Defensible Space
Serial Position Effects
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Gutenberg Diagram
Demand Characteristics
Interference Effects
Iconic Representation
26. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Cost-Benefit
Waist to Hip Ratio
Ockham's Razor
27. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Life Cycle
Hawthorne Effect
Development Cycle
Prospect-Refuge
28. The time it takes to make a decision increases as the number of alternatives increases.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
29. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Serial Position Effects
Factor of Safety
Fitts' Law
30. A process of repeating a set of operation until a specific result is achieved.
Iteration
Mnemonic Device
Cognitive Dissonance
Exposure Effect
31. 80% of the effects generated by any large system are caused by 20% of the variables.
Scaling Fallacy
Placebo effect
80/20 Rule
Flexibility-Usability Tradeoff
32. Elements that are similar are perceived to be more related than elements that are dissimilar.
Progressive Disclosure
80/20 Rule
Orientation Sensitivity
Similarity
33. A technique for bringing attention to an area of text or image.
Highlighting
Savanna Preference
Orientation Sensitivity
Immersion
34. 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.)
Control
Demand Characteristics
Von Restorff Effect
Expectation Effect
35. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Layering
Cost-Benefit
Alignment
36. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Ockham's Razor
Face- ism Ratio
Similarity
37. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Exposure Effect
Good Continuation
Law of Pragnanz
Layering
38. A property in which a form is made up of parts similar to the whole or to one another.
Prospect-Refuge
Self- similarity
Form Follows Function
Life Cycle
39. 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.
Fibonacci Sequence
Satisficing
Hierarchy of Needs (Design)
Normal Distribution
40. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Performance vs. Preference
Baby-Face Bias
Signal- to- Noise Ratio
Serial Position Effects
41. The process of using spatial and environmental information to navigate to a destination.
Readability
Fitts' Law
Iconic Representation
Wayfinding
42. The tendency for people to perform better or worse based on the expectations of another.
Law of Pragnanz
Closure
Pygmalion Effect
Form Follows Function
43. An original model on which something is patterned
Mnemonic Device
Archetype
Storytelling
Von Restorff Effect
44. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Gutenberg Diagram
Picture Superiority Effect
Modularity
Cognitive Dissonance
45. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Threat detection
Uncertainty Principle
Von Restorff Effect
46. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Three- Dimensional Projection
Structural Forms
Von Restorff Effect
Pygmalion Effect
47. 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
Proximity
Immersion
Common Fate
Mapping
48. 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
Structural Forms
Uncertainty Principle
Mapping
49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Convergence
Proximity
Mnemonic Device
Storytelling
50. An attribute of an object that allows people to intuitively know how to use it
Classical Conditioning
Affordance
Law of Pragnanz
Picture Superiority Effect