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 technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Operant Conditioning
Feedback Loop
Rule of Thirds
Constancy
2. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Top- Down Lighting Bias
Affordance
Satisficing
3. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Baby-Face Bias
Operant Conditioning
Performance Load
Flexibility-Usability Tradeoff
4. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Redundancy
Convergence
Good Continuation
5. 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
Visibility
Structural Forms
Recognition over recall
6. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Prototyping
Performance vs. Preference
Law of Pragnanz
Depth of Processing
7. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Constancy
Defensible Space
Mimicry
Most Average Facial Appearance Effect
8. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Common Fate
Storytelling
Alignment
Modularity
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Cognitive Dissonance
Depth of Processing
Face- ism Ratio
Figure-Ground Relationship
10. Teachers treat students differently based on their expectations of how students will perform.
Performance Load
Fibonacci Sequence
Cost-Benefit
Rosenthal Effect
11. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Normal Distribution
Errors
Scaling Fallacy
Hierarchy
12. 80% of the effects generated by any large system are caused by 20% of the variables.
Satisficing
80/20 Rule
Fitts' Law
Uniform Connectedness
13. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Entry Point
Baby-Face Bias
Constraint
Legibility
14. People understand and interact with systems and environments based on mental representations developed from experience.
Self- similarity
Feedback Loop
Three- Dimensional Projection
Mental Model
15. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hick's Law
Interference Effects
Mental Model
Performance Load
16. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Most Average Facial Appearance Effect
Factor of Safety
Layering
Common Fate
17. Elements that are close together are percieved to be more related than elements that are farther apart.
Serial Position Effects
Life Cycle
Proximity
Archetype
18. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Constancy
Prototyping
Legibility
19. The time required to move to a target is a function of the target size and distance to the target.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
20. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Depth of Processing
Development Cycle
Flexibility-Usability Tradeoff
21. 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.
Chunking
Hierarchy of Needs (Design)
Mental Model
Orientation Sensitivity
22. An attribute of an object that allows people to intuitively know how to use it
Halo Effect
Good Continuation
Prototyping
Affordance
23. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Self- similarity
Wayfinding
Similarity
Waist to Hip Ratio
24. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Baby-Face Bias
Comparison
Hawthorne Effect
Closure
25. 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
Top- Down Lighting Bias
Threat detection
Waist to Hip Ratio
Common Fate
26. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Performance Load
Exposure Effect
Baby-Face Bias
Savanna Preference
27. 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?)
Chunking
Framing
Layering
Cost-Benefit
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 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
Picture Superiority Effect
Face- ism Ratio
Performance vs. Preference
30. 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.
Savanna Preference
Redundancy
Flexibility-Usability Tradeoff
Demand Characteristics
31. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Five Hat Racks
Interference Effects
Gutenberg Diagram
32. The usability of a system is improved when similar parts are expressed in similar ways.
Signal- to- Noise Ratio
Prospect-Refuge
Consistency
Top- Down Lighting Bias
33. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Defensible Space
Hierarchy
Entry Point
Demand Characteristics
34. 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
35. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Top- Down Lighting Bias
Placebo effect
Hick's Law
36. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Archetype
Classical Conditioning
Layering
37. A technique that influences decision making and judgement by manipulating the way information is presented.
Iconic Representation
Mimicry
Similarity
Framing
38. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Placebo effect
Modularity
Inverted Pyramid
Baby-Face Bias
39. A process in which similar characteristics evolve independently in multiple systems.
Rule of Thirds
Rosenthal Effect
Chunking
Convergence
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Convergence
Storytelling
Errors
Self- similarity
41. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Wayfinding
Symmetry
Structural Forms
Chunking
42. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Fibonacci Sequence
Classical Conditioning
Expectation Effect
43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Flexibility-Usability Tradeoff
Life Cycle
Structural Forms
Pygmalion Effect
44. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Garbage In - Garbage Out
Inverted Pyramid
Threat detection
Hierarchy
45. An original model on which something is patterned
Top- Down Lighting Bias
Signal- to- Noise Ratio
Archetype
Visibility
46. 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.
Serial Position Effects
Top- Down Lighting Bias
Good Continuation
Interference Effects
47. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Good Continuation
Waist to Hip Ratio
Operant Conditioning
48. The tendency for people to perform better or worse based on the expectations of another.
Mental Model
Cognitive Dissonance
Visibility
Pygmalion Effect
49. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Satisficing
Cognitive Dissonance
Control
50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Common Fate
Visibility
Signal- to- Noise Ratio