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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 method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Five Hat Racks
Storytelling
Maslow's Hierarchy of Needs
Mimicry
2. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Serial Position Effects
Development Cycle
Orientation Sensitivity
Shaping
3. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Fitts' Law
Scaling Fallacy
Picture Superiority Effect
4. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Demand Characteristics
Highlighting
Normal Distribution
Defensible Space
5. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Form Follows Function
Hawthorne Effect
Defensible Space
Ockham's Razor
6. The quality of system output is dependent on the quality of system input.
Visibility
Garbage In - Garbage Out
Expectation Effect
Mnemonic Device
7. 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.
Recognition over recall
Ockham's Razor
Serial Position Effects
Feedback Loop
8. The tendency for people to perform better or worse based on the expectations of another.
Legibility
Ockham's Razor
Pygmalion Effect
Proximity
9. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Immersion
Constraint
Halo Effect
Face- ism Ratio
10. 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.
Consistency
Placebo effect
Convergence
Feedback Loop
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Defensible Space
Affordance
Top- Down Lighting Bias
Halo Effect
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prospect-Refuge
Satisficing
Maslow's Hierarchy of Needs
Prototyping
13. A property in which a form is made up of parts similar to the whole or to one another.
Fibonacci Sequence
Waist to Hip Ratio
Self- similarity
Mimicry
14. A process of repeating a set of operation until a specific result is achieved.
Iteration
Iconic Representation
Chunking
Satisficing
15. 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
Placebo effect
Layering
Picture Superiority Effect
16. Elements that are similar are perceived to be more related than elements that are dissimilar.
Development Cycle
Waist to Hip Ratio
Similarity
Mimicry
17. An action or ommission of action yielding an unintended result.
Errors
Alignment
Maslow's Hierarchy of Needs
Visibility
18. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Modularity
Performance Load
Immersion
Mimicry
19. A tendency to assume that a system that works at one scale will also work at a smaller or larger scale. (2 kinds: Load assumptions and Interaction assumptions)
Weakest Link
Von Restorff Effect
Scaling Fallacy
Highlighting
20. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mapping
Wayfinding
Threat detection
Three- Dimensional Projection
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Fitts' Law
Scaling Fallacy
Weakest Link
Expectation Effect
22. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Face- ism Ratio
Prospect-Refuge
Flexibility-Usability Tradeoff
80/20 Rule
23. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Uniform Connectedness
Convergence
Visibility
Cognitive Dissonance
24. The use of pictorial images to improve the recognition and recall of signs and controls.
Mnemonic Device
Law of Pragnanz
Iconic Representation
Highlighting
25. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Exposure Effect
Wayfinding
Baby-Face Bias
Depth of Processing
26. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Threat detection
Development Cycle
Mnemonic Device
Proximity
27. 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
Picture Superiority Effect
Figure-Ground Relationship
Hierarchy
28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Three- Dimensional Projection
Face- ism Ratio
Recognition over recall
29. A method of limiting the actions that can be performed on a system.
Forgiveness
Classical Conditioning
Constraint
Shaping
30. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Fibonacci Sequence
Inverted Pyramid
Flexibility-Usability Tradeoff
31. An original model on which something is patterned
Three- Dimensional Projection
Mimicry
Forgiveness
Archetype
32. 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.
Orientation Sensitivity
Waist to Hip Ratio
Visibility
Golden Ratio
33. Pictures are remembered better than words.
Serial Position Effects
Visibility
Rosenthal Effect
Picture Superiority Effect
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Proximity
Normal Distribution
Iteration
Readability
35. 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.
Modularity
Hierarchy of Needs (Design)
Consistency
Ockham's Razor
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Visibility
Law of Pragnanz
Framing
37. A ratio within the elements of a form - such as height to width - approximating 0.618.
Hierarchy
Golden Ratio
Shaping
Performance Load
38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Figure-Ground Relationship
Classical Conditioning
Iconic Representation
Demand Characteristics
39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mapping
Self- similarity
Control
Comparison
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Life Cycle
Performance vs. Preference
Visibility
Exposure Effect
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Figure-Ground Relationship
Iteration
Demand Characteristics
Mimicry
42. 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
Consistency
Chunking
Cost-Benefit
Common Fate
43. 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
Common Fate
Classical Conditioning
Uncertainty Principle
44. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Framing
Uncertainty Principle
Most Average Facial Appearance Effect
Iteration
45. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Scaling Fallacy
Threat detection
Similarity
46. A process in which similar characteristics evolve independently in multiple systems.
Legibility
Defensible Space
Convergence
Confirmation
47. The time required to move to a target is a function of the target size and distance to the target.
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48. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Demand Characteristics
Baby-Face Bias
Immersion
49. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Inverted Pyramid
Forgiveness
Entry Point
Symmetry
50. The time it takes to make a decision increases as the number of alternatives increases.
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