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 of combining many units of information into a limited number of units or chunks - so that the information is easier to process and remember.
Rule of Thirds
Defensible Space
Development Cycle
Chunking
2. A process of repeating a set of operation until a specific result is achieved.
Hick's Law
Layering
Iteration
Consistency
3. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Chunking
Threat detection
Baby-Face Bias
4. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Flexibility-Usability Tradeoff
Inverted Pyramid
Accessibility
5. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Highlighting
Figure-Ground Relationship
Satisficing
Golden Ratio
6. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Prototyping
Constraint
Visibility
Closure
7. Patients experience treatment effects based on their belief that a treatment will work.
Mental Model
Placebo effect
Alignment
Immersion
8. Elements that are close together are percieved to be more related than elements that are farther apart.
Symmetry
Mnemonic Device
Attractiveness Bias
Proximity
9. Elements that are similar are perceived to be more related than elements that are dissimilar.
Symmetry
Serial Position Effects
Affordance
Similarity
10. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Symmetry
Mimicry
Progressive Disclosure
Flexibility-Usability Tradeoff
11. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Consistency
Cost-Benefit
Alignment
Uncertainty Principle
12. 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.
Prototyping
Feedback Loop
Mapping
Law of Pragnanz
13. 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.)
Five Hat Racks
Expectation Effect
Garbage In - Garbage Out
Satisficing
14. A technique that influences decision making and judgement by manipulating the way information is presented.
Threat detection
Framing
Baby-Face Bias
Alignment
15. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Attractiveness Bias
Alignment
Storytelling
Signal- to- Noise Ratio
16. The usability of a system is improved when its status and methods of use are clearly visible.
Redundancy
Performance vs. Preference
Similarity
Visibility
17. 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.
Similarity
Feedback Loop
Mimicry
Uncertainty Principle
18. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Flexibility-Usability Tradeoff
Inverted Pyramid
Confirmation
Uncertainty Principle
19. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Errors
Entry Point
Hawthorne Effect
Good Continuation
20. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Structural Forms
Gutenberg Diagram
Halo Effect
Feedback Loop
21. The use of pictorial images to improve the recognition and recall of signs and controls.
Progressive Disclosure
Iconic Representation
Hierarchy of Needs (Design)
Accessibility
22. 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
23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Convergence
Five Hat Racks
Interference Effects
Common Fate
24. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Recognition over recall
Closure
Prototyping
Law of Pragnanz
25. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Storytelling
Face- ism Ratio
Errors
26. 80% of the effects generated by any large system are caused by 20% of the variables.
Hawthorne Effect
80/20 Rule
Performance Load
Ockham's Razor
27. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Top- Down Lighting Bias
Gutenberg Diagram
Serial Position Effects
28. The tendency for people to behave differently when they know they are being studied
Placebo effect
Accessibility
Hawthorne Effect
Good Continuation
29. The process of using spatial and environmental information to navigate to a destination.
Attractiveness Bias
Hick's Law
Wayfinding
Mnemonic Device
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Fibonacci Sequence
Iconic Representation
Top- Down Lighting Bias
Rule of Thirds
31. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Garbage In - Garbage Out
Shaping
Exposure Effect
Constraint
32. An action or ommission of action yielding an unintended result.
Cognitive Dissonance
Errors
Storytelling
Entry Point
33. 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
34. The quality of system output is dependent on the quality of system input.
Entry Point
Control
Garbage In - Garbage Out
Top- Down Lighting Bias
35. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Development Cycle
Hierarchy of Needs (Design)
Archetype
Modularity
36. 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
Scaling Fallacy
Demand Characteristics
Common Fate
Wayfinding
37. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Inverted Pyramid
Defensible Space
Threat detection
Attractiveness Bias
38. 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.
Orientation Sensitivity
Uncertainty Principle
Waist to Hip Ratio
Top- Down Lighting Bias
39. A ratio within the elements of a form - such as height to width - approximating 0.618.
Normal Distribution
Golden Ratio
Uncertainty Principle
Demand Characteristics
40. An original model on which something is patterned
Archetype
Redundancy
Factor of Safety
Affordance
41. A method of limiting the actions that can be performed on a system.
Wayfinding
Constraint
Redundancy
80/20 Rule
42. 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.
Shaping
Picture Superiority Effect
Redundancy
Figure-Ground Relationship
43. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Expectation Effect
Confirmation
Mnemonic Device
44. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Gutenberg Diagram
Control
Interference Effects
Hierarchy
45. 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
46. Pictures are remembered better than words.
Figure-Ground Relationship
80/20 Rule
Picture Superiority Effect
Hick's Law
47. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Iconic Representation
Factor of Safety
Development Cycle
Closure
48. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Three- Dimensional Projection
Rule of Thirds
Depth of Processing
Mental Model
49. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Control
Affordance
Mapping
50. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Mapping
Forgiveness
Affordance
Most Average Facial Appearance Effect