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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. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Symmetry
Face- ism Ratio
Hick's Law
Five Hat Racks
2. 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.
Affordance
Cognitive Dissonance
Storytelling
Good Continuation
3. 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.
Waist to Hip Ratio
Pygmalion Effect
Recognition over recall
Halo Effect
4. A technique for bringing attention to an area of text or image.
Highlighting
Entry Point
Classical Conditioning
Pygmalion Effect
5. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Constraint
Affordance
Iconic Representation
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Expectation Effect
Uncertainty Principle
Development Cycle
Five Hat Racks
7. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Orientation Sensitivity
Visibility
Iconic Representation
Layering
8. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Framing
Operant Conditioning
Signal- to- Noise Ratio
Form Follows Function
9. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Hierarchy of Needs (Design)
Shaping
Orientation Sensitivity
10. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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11. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Mapping
Structural Forms
Flexibility-Usability Tradeoff
12. The relative ease with which a destination - idea - or concept may be reached.
Five Hat Racks
Accessibility
Forgiveness
Life Cycle
13. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Rule of Thirds
Immersion
Mimicry
Good Continuation
14. An original model on which something is patterned
Archetype
Satisficing
Affordance
Performance vs. Preference
15. The tendency for people to perform better or worse based on the expectations of another.
80/20 Rule
Constancy
Pygmalion Effect
Signal- to- Noise Ratio
16. 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.
Feedback Loop
Chunking
Alignment
Classical Conditioning
17. A property of visual equivalence among elements in a form.
Affordance
Serial Position Effects
Errors
Symmetry
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Immersion
Factor of Safety
Von Restorff Effect
19. 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.)
Similarity
Rosenthal Effect
Expectation Effect
Threat detection
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Constancy
Recognition over recall
Prospect-Refuge
Iconic Representation
21. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Constraint
Wayfinding
Proximity
Mnemonic Device
22. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Proximity
Most Average Facial Appearance Effect
Figure-Ground Relationship
Maslow's Hierarchy of Needs
23. A method of limiting the actions that can be performed on a system.
Constraint
Gutenberg Diagram
Accessibility
Storytelling
24. 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?)
Waist to Hip Ratio
Cost-Benefit
Performance vs. Preference
Threat detection
25. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Fibonacci Sequence
Inverted Pyramid
Control
Top- Down Lighting Bias
26. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Hawthorne Effect
Fitts' Law
Hick's Law
27. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Symmetry
Hick's Law
Recognition over recall
28. The process of using spatial and environmental information to navigate to a destination.
Demand Characteristics
Wayfinding
Framing
Life Cycle
29. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Expectation Effect
Progressive Disclosure
Hick's Law
Performance vs. Preference
30. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Ockham's Razor
Redundancy
Rule of Thirds
Exposure Effect
31. 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.
Storytelling
Mapping
Waist to Hip Ratio
Defensible Space
32. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Hawthorne Effect
Normal Distribution
Flexibility-Usability Tradeoff
Interference Effects
33. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Gutenberg Diagram
Uniform Connectedness
Errors
34. An attribute of an object that allows people to intuitively know how to use it
Entry Point
Flexibility-Usability Tradeoff
Performance Load
Affordance
35. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Rosenthal Effect
Legibility
Prototyping
36. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Performance Load
Normal Distribution
Mnemonic Device
37. The tendency for people to behave differently when they know they are being studied
Layering
Hawthorne Effect
Affordance
Threat detection
38. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Maslow's Hierarchy of Needs
Threat detection
Top- Down Lighting Bias
Accessibility
39. A sequence of numbers in which each number is the sum of the preceding two.
Garbage In - Garbage Out
Halo Effect
Layering
Fibonacci Sequence
40. The debgree to which prose can be understood - based on the complexity of words and sentences.
Classical Conditioning
Feedback Loop
Forgiveness
Readability
41. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Life Cycle
Constancy
Rosenthal Effect
Savanna Preference
42. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Maslow's Hierarchy of Needs
Uncertainty Principle
Classical Conditioning
Self- similarity
43. Pictures are remembered better than words.
Signal- to- Noise Ratio
Symmetry
Golden Ratio
Picture Superiority Effect
44. 80% of the effects generated by any large system are caused by 20% of the variables.
Placebo effect
80/20 Rule
Most Average Facial Appearance Effect
Similarity
45. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Readability
Demand Characteristics
Wayfinding
Face- ism Ratio
46. Teachers treat students differently based on their expectations of how students will perform.
Closure
Placebo effect
Rosenthal Effect
Chunking
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Modularity
Figure-Ground Relationship
Prototyping
Performance Load
48. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Hierarchy
Control
Legibility
Alignment
49. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Highlighting
Baby-Face Bias
Proximity
Life Cycle
50. An action or ommission of action yielding an unintended result.
Ockham's Razor
Feedback Loop
Errors
Performance vs. Preference