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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)
Storytelling
Face- ism Ratio
Weakest Link
Shaping
2. 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
Archetype
Gutenberg Diagram
Hierarchy of Needs (Design)
3. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Fitts' Law
Golden Ratio
Performance vs. Preference
Proximity
4. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Pygmalion Effect
Convergence
Shaping
Framing
5. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mental Model
Hawthorne Effect
Immersion
Face- ism Ratio
6. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Mimicry
Modularity
Visibility
80/20 Rule
7. A method of limiting the actions that can be performed on a system.
Constraint
Chunking
Inverted Pyramid
Exposure Effect
8. 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
Consistency
Life Cycle
Threat detection
9. A process of repeating a set of operation until a specific result is achieved.
Flexibility-Usability Tradeoff
Iteration
Errors
Classical Conditioning
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Three- Dimensional Projection
Redundancy
Prospect-Refuge
Attractiveness Bias
11. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Affordance
Comparison
Convergence
Halo Effect
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Factor of Safety
Law of Pragnanz
Mimicry
Layering
13. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Similarity
Confirmation
Law of Pragnanz
Immersion
14. Elements that are close together are percieved to be more related than elements that are farther apart.
Modularity
Garbage In - Garbage Out
Closure
Proximity
15. 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.
Consistency
Five Hat Racks
Iteration
Savanna Preference
16. An attribute of an object that allows people to intuitively know how to use it
Similarity
Constraint
Entry Point
Affordance
17. An original model on which something is patterned
Scaling Fallacy
Archetype
Classical Conditioning
Fibonacci Sequence
18. As the flexiblity of a system increases - its usability decreases.
Self- similarity
Flexibility-Usability Tradeoff
Fitts' Law
Framing
19. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hick's Law
Control
Orientation Sensitivity
Framing
20. Patients experience treatment effects based on their belief that a treatment will work.
Development Cycle
Immersion
Rule of Thirds
Placebo effect
21. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Law of Pragnanz
Mental Model
Weakest Link
Operant Conditioning
22. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Top- Down Lighting Bias
Constancy
Interference Effects
Scaling Fallacy
23. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Self- similarity
Performance Load
Chunking
Mental Model
24. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Control
Hawthorne Effect
Cognitive Dissonance
Immersion
25. 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.
Convergence
Constancy
Mapping
Satisficing
26. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Visibility
Entry Point
Control
Hierarchy
27. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Framing
Hierarchy
Consistency
28. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Storytelling
Depth of Processing
Cost-Benefit
29. 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.
Entry Point
Hick's Law
Hierarchy of Needs (Design)
Von Restorff Effect
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Storytelling
Hick's Law
Demand Characteristics
Performance vs. Preference
31. 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
Modularity
Uniform Connectedness
Figure-Ground Relationship
32. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Closure
Orientation Sensitivity
Weakest Link
Hierarchy
33. The time required to move to a target is a function of the target size and distance to the target.
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34. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Exposure Effect
Feedback Loop
Satisficing
Uncertainty Principle
35. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Halo Effect
Five Hat Racks
Classical Conditioning
Law of Pragnanz
36. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Recognition over recall
Common Fate
Mental Model
37. A technique that influences decision making and judgement by manipulating the way information is presented.
Entry Point
Mental Model
Framing
Golden Ratio
38. 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.
Demand Characteristics
Chunking
Redundancy
Placebo effect
39. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Performance Load
Normal Distribution
Cost-Benefit
Inverted Pyramid
40. A sequence of numbers in which each number is the sum of the preceding two.
Constraint
Expectation Effect
Fibonacci Sequence
Storytelling
41. Given a choice between functionally equivalent designs - the simplest design should be selected.
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42. A tendency to see objects and patterns as 3D when certain visual cues are present.
Shaping
Weakest Link
Operant Conditioning
Three- Dimensional Projection
43. Teachers treat students differently based on their expectations of how students will perform.
Layering
Mimicry
80/20 Rule
Rosenthal Effect
44. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Immersion
Rule of Thirds
Alignment
Uniform Connectedness
45. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Golden Ratio
Five Hat Racks
Redundancy
Forgiveness
46. The tendency for people to behave differently when they know they are being studied
Operant Conditioning
Hawthorne Effect
Hick's Law
Prospect-Refuge
47. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Good Continuation
Hierarchy
Cognitive Dissonance
Cost-Benefit
48. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Control
Gutenberg Diagram
Exposure Effect
49. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Symmetry
Attractiveness Bias
Wayfinding
50. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Scaling Fallacy
Cost-Benefit
Law of Pragnanz