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. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Prototyping
Similarity
Mapping
Uniform Connectedness
2. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Most Average Facial Appearance Effect
Life Cycle
Cost-Benefit
Mnemonic Device
3. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Recognition over recall
Confirmation
Uncertainty Principle
Prospect-Refuge
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hierarchy
Life Cycle
Development Cycle
Control
5. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Symmetry
Form Follows Function
Development Cycle
Five Hat Racks
6. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Flexibility-Usability Tradeoff
Affordance
Immersion
Hierarchy
7. The process of using spatial and environmental information to navigate to a destination.
Mental Model
Prototyping
Scaling Fallacy
Wayfinding
8. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Figure-Ground Relationship
Three- Dimensional Projection
Baby-Face Bias
9. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Chunking
Depth of Processing
Closure
Errors
10. 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.
Symmetry
Fibonacci Sequence
Hierarchy of Needs (Design)
Operant Conditioning
11. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Form Follows Function
Performance vs. Preference
Storytelling
12. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Pygmalion Effect
Development Cycle
Exposure Effect
Depth of Processing
13. The debgree to which prose can be understood - based on the complexity of words and sentences.
Cost-Benefit
Readability
Fitts' Law
Framing
14. As the flexiblity of a system increases - its usability decreases.
Comparison
Most Average Facial Appearance Effect
Satisficing
Flexibility-Usability Tradeoff
15. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Redundancy
Most Average Facial Appearance Effect
Modularity
Chunking
16. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Modularity
Cognitive Dissonance
Satisficing
17. 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
18. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Scaling Fallacy
Classical Conditioning
Attractiveness Bias
Closure
19. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Law of Pragnanz
Depth of Processing
Confirmation
20. Memory for recognizing things is better than memory for recalling things.
Satisficing
Placebo effect
Recognition over recall
Picture Superiority Effect
21. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Constraint
Interference Effects
Accessibility
Halo Effect
22. A process in which similar characteristics evolve independently in multiple systems.
Expectation Effect
Satisficing
Convergence
Life Cycle
23. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Mental Model
Convergence
Storytelling
24. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Prospect-Refuge
Visibility
Good Continuation
25. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Waist to Hip Ratio
Framing
Proximity
Von Restorff Effect
26. 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
Proximity
Forgiveness
Inverted Pyramid
Common Fate
27. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Three- Dimensional Projection
Immersion
Garbage In - Garbage Out
Scaling Fallacy
28. 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?)
Hierarchy of Needs (Design)
Savanna Preference
Cost-Benefit
Fibonacci Sequence
29. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Uniform Connectedness
Prospect-Refuge
Garbage In - Garbage Out
Errors
30. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Control
Factor of Safety
Von Restorff Effect
Fibonacci Sequence
31. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Garbage In - Garbage Out
Interference Effects
Mimicry
Constancy
32. A property in which a form is made up of parts similar to the whole or to one another.
Inverted Pyramid
Confirmation
Classical Conditioning
Self- similarity
33. Elements that are similar are perceived to be more related than elements that are dissimilar.
Signal- to- Noise Ratio
Uniform Connectedness
Similarity
Classical Conditioning
34. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Uniform Connectedness
Comparison
Classical Conditioning
35. Pictures are remembered better than words.
Garbage In - Garbage Out
Interference Effects
Operant Conditioning
Picture Superiority Effect
36. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Recognition over recall
Normal Distribution
Pygmalion Effect
37. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Uniform Connectedness
Gutenberg Diagram
Iteration
38. 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
39. A technique that influences decision making and judgement by manipulating the way information is presented.
Immersion
Fibonacci Sequence
Framing
Placebo effect
40. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Alignment
Demand Characteristics
Normal Distribution
Structural Forms
41. An original model on which something is patterned
Hierarchy
Archetype
Fibonacci Sequence
Uncertainty Principle
42. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Affordance
Von Restorff Effect
Prototyping
43. A process of repeating a set of operation until a specific result is achieved.
Flexibility-Usability Tradeoff
Prospect-Refuge
Mnemonic Device
Iteration
44. 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.
Von Restorff Effect
Figure-Ground Relationship
Chunking
Maslow's Hierarchy of Needs
45. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Iteration
Normal Distribution
Convergence
46. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Wayfinding
Similarity
Common Fate
47. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mnemonic Device
Hierarchy of Needs (Design)
Waist to Hip Ratio
Normal Distribution
48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Self- similarity
Errors
Figure-Ground Relationship
Fibonacci Sequence
49. The quality of system output is dependent on the quality of system input.
Face- ism Ratio
Garbage In - Garbage Out
Picture Superiority Effect
Cognitive Dissonance
50. 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.)
Orientation Sensitivity
Rule of Thirds
Prototyping
Expectation Effect