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 relative ease with which a destination - idea - or concept may be reached.
Accessibility
Redundancy
Operant Conditioning
Rule of Thirds
2. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Factor of Safety
Interference Effects
Wayfinding
3. The usability of a system is improved when its status and methods of use are clearly visible.
Iconic Representation
Good Continuation
Symmetry
Visibility
4. 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.
Comparison
Waist to Hip Ratio
Highlighting
Most Average Facial Appearance Effect
5. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Iteration
Forgiveness
Exposure Effect
Development Cycle
6. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Expectation Effect
Control
Inverted Pyramid
Iteration
7. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Demand Characteristics
Chunking
Golden Ratio
Orientation Sensitivity
8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Five Hat Racks
Performance Load
Halo Effect
Closure
9. An attribute of an object that allows people to intuitively know how to use it
Prospect-Refuge
Rule of Thirds
Law of Pragnanz
Affordance
10. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Inverted Pyramid
Defensible Space
Self- similarity
Law of Pragnanz
11. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Uncertainty Principle
Mapping
Normal Distribution
Chunking
12. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Forgiveness
Highlighting
Operant Conditioning
Prototyping
13. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Affordance
Uncertainty Principle
Framing
14. An action or ommission of action yielding an unintended result.
Errors
Orientation Sensitivity
Placebo effect
Framing
15. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Framing
Iconic Representation
Three- Dimensional Projection
16. A method of limiting the actions that can be performed on a system.
Legibility
Symmetry
Constraint
Normal Distribution
17. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Development Cycle
Fitts' Law
Proximity
Shaping
18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Development Cycle
Satisficing
Layering
19. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Top- Down Lighting Bias
80/20 Rule
Pygmalion Effect
20. Elements that are close together are percieved to be more related than elements that are farther apart.
Prototyping
Proximity
Top- Down Lighting Bias
Hawthorne Effect
21. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Pygmalion Effect
Factor of Safety
Structural Forms
Picture Superiority Effect
22. 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.
Development Cycle
Pygmalion Effect
Fibonacci Sequence
Feedback Loop
23. 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)
Scaling Fallacy
Layering
80/20 Rule
Classical Conditioning
24. 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
25. 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.
Operant Conditioning
Redundancy
Halo Effect
Von Restorff Effect
26. 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
Symmetry
Weakest Link
Archetype
27. A property of visual equivalence among elements in a form.
Demand Characteristics
80/20 Rule
Symmetry
Readability
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Convergence
Recognition over recall
Classical Conditioning
Von Restorff Effect
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Mimicry
Pygmalion Effect
Proximity
30. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Serial Position Effects
Common Fate
Signal- to- Noise Ratio
Satisficing
31. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Law of Pragnanz
Recognition over recall
Self- similarity
Baby-Face Bias
32. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Layering
Prospect-Refuge
Pygmalion Effect
33. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Proximity
Golden Ratio
Form Follows Function
Affordance
34. 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.
Mapping
Confirmation
Weakest Link
Uncertainty Principle
35. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Exposure Effect
Alignment
Consistency
36. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
80/20 Rule
Control
Proximity
37. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Golden Ratio
Von Restorff Effect
Readability
38. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Accessibility
Constancy
Forgiveness
39. 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
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Defensible Space
Scaling Fallacy
Exposure Effect
Framing
41. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Uniform Connectedness
Alignment
Redundancy
Three- Dimensional Projection
42. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Exposure Effect
Gutenberg Diagram
Satisficing
Depth of Processing
43. The quality of system output is dependent on the quality of system input.
Redundancy
Garbage In - Garbage Out
Maslow's Hierarchy of Needs
Baby-Face Bias
44. 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.
Hierarchy of Needs (Design)
Classical Conditioning
Good Continuation
Five Hat Racks
45. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Three- Dimensional Projection
Normal Distribution
Performance Load
46. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Proximity
Picture Superiority Effect
Hawthorne Effect
47. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Confirmation
Highlighting
Layering
48. An original model on which something is patterned
Hawthorne Effect
Hierarchy of Needs (Design)
Defensible Space
Archetype
49. The debgree to which prose can be understood - based on the complexity of words and sentences.
Immersion
Readability
Convergence
Feedback Loop
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Serial Position Effects
Pygmalion Effect
Flexibility-Usability Tradeoff
Weakest Link