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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. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Figure-Ground Relationship
Accessibility
Visibility
2. Elements that are similar are perceived to be more related than elements that are dissimilar.
Three- Dimensional Projection
Structural Forms
Similarity
Flexibility-Usability Tradeoff
3. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Uncertainty Principle
Layering
Hierarchy of Needs (Design)
Ockham's Razor
4. Elements that are close together are percieved to be more related than elements that are farther apart.
Similarity
Proximity
Hick's Law
Good Continuation
5. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Normal Distribution
Operant Conditioning
Signal- to- Noise Ratio
Constraint
6. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Von Restorff Effect
Normal Distribution
Confirmation
Operant Conditioning
7. An original model on which something is patterned
Uniform Connectedness
Expectation Effect
Common Fate
Archetype
8. Memory for recognizing things is better than memory for recalling things.
Three- Dimensional Projection
Alignment
Recognition over recall
Interference Effects
9. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Expectation Effect
Mnemonic Device
Classical Conditioning
Hierarchy
10. The usability of a system is improved when similar parts are expressed in similar ways.
Form Follows Function
Common Fate
Consistency
Redundancy
11. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Development Cycle
Operant Conditioning
Law of Pragnanz
12. 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.
Uncertainty Principle
Feedback Loop
Self- similarity
Performance Load
13. The usability of a system is improved when its status and methods of use are clearly visible.
Life Cycle
Attractiveness Bias
Most Average Facial Appearance Effect
Visibility
14. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Baby-Face Bias
Threat detection
Hierarchy
15. 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.)
Layering
Forgiveness
Expectation Effect
Factor of Safety
16. 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
Hierarchy of Needs (Design)
80/20 Rule
Framing
17. A process in which similar characteristics evolve independently in multiple systems.
Comparison
Attractiveness Bias
Structural Forms
Convergence
18. Given a choice between functionally equivalent designs - the simplest design should be selected.
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19. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Alignment
Wayfinding
Legibility
Flexibility-Usability Tradeoff
20. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Interference Effects
Pygmalion Effect
Affordance
21. A property in which a form is made up of parts similar to the whole or to one another.
Proximity
Self- similarity
Performance vs. Preference
Layering
22. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Errors
Proximity
Top- Down Lighting Bias
23. The relative ease with which a destination - idea - or concept may be reached.
Performance Load
Accessibility
Layering
Classical Conditioning
24. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Interference Effects
Hick's Law
Structural Forms
25. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Symmetry
Von Restorff Effect
Five Hat Racks
Operant Conditioning
26. A ratio within the elements of a form - such as height to width - approximating 0.618.
Good Continuation
Golden Ratio
Uncertainty Principle
Wayfinding
27. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Most Average Facial Appearance Effect
Symmetry
Feedback Loop
28. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Threat detection
Legibility
Waist to Hip Ratio
29. The time it takes to make a decision increases as the number of alternatives increases.
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30. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Serial Position Effects
Readability
Shaping
31. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Face- ism Ratio
Self- similarity
Iteration
Forgiveness
32. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Mimicry
Cognitive Dissonance
Top- Down Lighting Bias
33. A method of limiting the actions that can be performed on a system.
Von Restorff Effect
Recognition over recall
Constraint
Chunking
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Threat detection
Hierarchy
Three- Dimensional Projection
35. 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
Five Hat Racks
Gutenberg Diagram
Confirmation
36. The time required to move to a target is a function of the target size and distance to the target.
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37. 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.
Redundancy
Visibility
Three- Dimensional Projection
Maslow's Hierarchy of Needs
38. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Confirmation
Exposure Effect
Shaping
Expectation Effect
39. A technique for bringing attention to an area of text or image.
Legibility
Mnemonic Device
Three- Dimensional Projection
Highlighting
40. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Archetype
Hierarchy
Defensible Space
41. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Uncertainty Principle
Confirmation
Mental Model
Placebo effect
42. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Signal- to- Noise Ratio
Uncertainty Principle
Forgiveness
Classical Conditioning
43. A process of repeating a set of operation until a specific result is achieved.
Form Follows Function
Top- Down Lighting Bias
Immersion
Iteration
44. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Attractiveness Bias
Performance vs. Preference
Hierarchy
Fitts' Law
45. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Placebo effect
Visibility
Closure
Operant Conditioning
46. 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.
Five Hat Racks
Mnemonic Device
Constancy
Good Continuation
47. An attribute of an object that allows people to intuitively know how to use it
Affordance
Most Average Facial Appearance Effect
Symmetry
Structural Forms
48. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Threat detection
Inverted Pyramid
Three- Dimensional Projection
Top- Down Lighting Bias
49. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Legibility
Inverted Pyramid
Savanna Preference
50. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Entry Point
Hick's Law
Immersion