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 for bringing attention to an area of text or image.
Highlighting
Forgiveness
Archetype
Affordance
2. 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
3. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Chunking
Depth of Processing
Consistency
Entry Point
4. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Iconic Representation
Maslow's Hierarchy of Needs
Hierarchy
Flexibility-Usability Tradeoff
5. The tendency for people to behave differently when they know they are being studied
Symmetry
Factor of Safety
Chunking
Hawthorne Effect
6. An action or ommission of action yielding an unintended result.
Common Fate
Waist to Hip Ratio
Recognition over recall
Errors
7. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Most Average Facial Appearance Effect
Chunking
Hawthorne Effect
Shaping
8. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Most Average Facial Appearance Effect
Prospect-Refuge
Demand Characteristics
Picture Superiority Effect
9. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Five Hat Racks
Operant Conditioning
Immersion
Feedback Loop
10. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Five Hat Racks
Depth of Processing
Feedback Loop
Threat detection
11. A property in which a form is made up of parts similar to the whole or to one another.
Picture Superiority Effect
Chunking
Self- similarity
Immersion
12. 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.
Comparison
Ockham's Razor
Visibility
Savanna Preference
13. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Development Cycle
Feedback Loop
Von Restorff Effect
Iteration
14. As the flexiblity of a system increases - its usability decreases.
Iconic Representation
Flexibility-Usability Tradeoff
Rule of Thirds
Placebo effect
15. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Three- Dimensional Projection
Placebo effect
Performance vs. Preference
16. A ratio within the elements of a form - such as height to width - approximating 0.618.
Hick's Law
Pygmalion Effect
Hierarchy of Needs (Design)
Golden Ratio
17. 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
18. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Entry Point
Modularity
Orientation Sensitivity
Factor of Safety
19. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Good Continuation
Golden Ratio
Legibility
Feedback Loop
20. The tendency for people to perform better or worse based on the expectations of another.
Three- Dimensional Projection
Pygmalion Effect
Mnemonic Device
Threat detection
21. 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.
Baby-Face Bias
Feedback Loop
80/20 Rule
Face- ism Ratio
22. 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
Fibonacci Sequence
Halo Effect
Satisficing
23. 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.)
Proximity
Expectation Effect
Demand Characteristics
Inverted Pyramid
24. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Closure
Framing
Iteration
Top- Down Lighting Bias
25. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Normal Distribution
Attractiveness Bias
80/20 Rule
26. 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.
Self- similarity
Chunking
Pygmalion Effect
Common Fate
27. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Highlighting
Expectation Effect
Control
Placebo effect
28. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Mental Model
Law of Pragnanz
Satisficing
Fibonacci Sequence
29. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Comparison
80/20 Rule
Constancy
30. 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
31. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Readability
Development Cycle
Ockham's Razor
32. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Consistency
Highlighting
Exposure Effect
Five Hat Racks
33. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Feedback Loop
Cognitive Dissonance
Visibility
Exposure Effect
34. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Operant Conditioning
Mapping
Legibility
35. 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.
Threat detection
Mapping
Constraint
Accessibility
36. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Rosenthal Effect
Weakest Link
Golden Ratio
Symmetry
37. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Top- Down Lighting Bias
Shaping
Flexibility-Usability Tradeoff
38. 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
Visibility
Common Fate
Storytelling
Flexibility-Usability Tradeoff
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Highlighting
Iteration
Common Fate
Prototyping
40. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Prototyping
Performance Load
Closure
Placebo effect
41. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
80/20 Rule
Three- Dimensional Projection
Life Cycle
Depth of Processing
42. Elements that are close together are percieved to be more related than elements that are farther apart.
Most Average Facial Appearance Effect
Proximity
Forgiveness
Hierarchy of Needs (Design)
43. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Weakest Link
Immersion
Life Cycle
Expectation Effect
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
45. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Signal- to- Noise Ratio
Entry Point
Good Continuation
46. People understand and interact with systems and environments based on mental representations developed from experience.
Top- Down Lighting Bias
Attractiveness Bias
Mental Model
Layering
47. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Storytelling
Readability
Hawthorne Effect
Constancy
48. 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.
Performance vs. Preference
Attractiveness Bias
Hierarchy
Redundancy
49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Three- Dimensional Projection
Storytelling
Ockham's Razor
Von Restorff Effect
50. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Iconic Representation
Savanna Preference
Mimicry