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. As the flexiblity of a system increases - its usability decreases.
Serial Position Effects
Flexibility-Usability Tradeoff
Closure
Confirmation
2. 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)
Storytelling
Archetype
Scaling Fallacy
Prospect-Refuge
3. An action or ommission of action yielding an unintended result.
Errors
Highlighting
Von Restorff Effect
Rule of Thirds
4. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Visibility
Wayfinding
Good Continuation
5. 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.
Readability
Chunking
80/20 Rule
Redundancy
6. 80% of the effects generated by any large system are caused by 20% of the variables.
Readability
Shaping
Ockham's Razor
80/20 Rule
7. 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.
Mimicry
Convergence
Modularity
Hierarchy of Needs (Design)
8. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Self- similarity
Von Restorff Effect
Flexibility-Usability Tradeoff
9. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Interference Effects
Ockham's Razor
Control
10. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Readability
Gutenberg Diagram
Good Continuation
Top- Down Lighting Bias
11. A sequence of numbers in which each number is the sum of the preceding two.
Cost-Benefit
Classical Conditioning
Iconic Representation
Fibonacci Sequence
12. 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
13. 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.
Hick's Law
Exposure Effect
Archetype
Savanna Preference
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Alignment
Chunking
Shaping
15. 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.
Baby-Face Bias
Iconic Representation
Three- Dimensional Projection
Waist to Hip Ratio
16. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Top- Down Lighting Bias
Von Restorff Effect
Hierarchy
17. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Five Hat Racks
Recognition over recall
Closure
Waist to Hip Ratio
18. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Figure-Ground Relationship
Progressive Disclosure
Expectation Effect
19. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Symmetry
Classical Conditioning
Rosenthal Effect
20. Pictures are remembered better than words.
Baby-Face Bias
Picture Superiority Effect
Ockham's Razor
Accessibility
21. 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.
Chunking
Normal Distribution
Scaling Fallacy
Baby-Face Bias
22. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Savanna Preference
Legibility
Prospect-Refuge
Weakest Link
23. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Confirmation
Cost-Benefit
Recognition over recall
Prototyping
24. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hick's Law
Framing
Signal- to- Noise Ratio
Orientation Sensitivity
25. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Good Continuation
Mnemonic Device
Mimicry
Iteration
26. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Defensible Space
Figure-Ground Relationship
Self- similarity
27. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Halo Effect
Normal Distribution
Rosenthal Effect
28. The process of using spatial and environmental information to navigate to a destination.
Pygmalion Effect
Halo Effect
Wayfinding
Shaping
29. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Halo Effect
Picture Superiority Effect
Flexibility-Usability Tradeoff
Legibility
30. The relative ease with which a destination - idea - or concept may be reached.
Exposure Effect
Figure-Ground Relationship
Accessibility
Attractiveness Bias
31. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Baby-Face Bias
Face- ism Ratio
Cost-Benefit
Fibonacci Sequence
32. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Visibility
Comparison
Mental Model
33. An attribute of an object that allows people to intuitively know how to use it
Symmetry
Affordance
Entry Point
Baby-Face Bias
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Storytelling
Alignment
Weakest Link
Classical Conditioning
35. 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
36. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Signal- to- Noise Ratio
Threat detection
Rule of Thirds
Structural Forms
37. A process of repeating a set of operation until a specific result is achieved.
Classical Conditioning
Orientation Sensitivity
Iteration
Symmetry
38. The usability of a system is improved when its status and methods of use are clearly visible.
Similarity
Exposure Effect
Accessibility
Visibility
39. An original model on which something is patterned
Archetype
Rosenthal Effect
Iconic Representation
Form Follows Function
40. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Fitts' Law
Expectation Effect
Prototyping
41. 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.
Demand Characteristics
Alignment
Archetype
Good Continuation
42. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Symmetry
Forgiveness
Attractiveness Bias
Depth of Processing
43. 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
Similarity
Classical Conditioning
Rule of Thirds
Common Fate
44. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Scaling Fallacy
Forgiveness
Gutenberg Diagram
45. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Shaping
Mental Model
Von Restorff Effect
Visibility
46. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Exposure Effect
Expectation Effect
Fibonacci Sequence
Mnemonic Device
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Threat detection
Weakest Link
Proximity
Mental Model
48. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Mental Model
Progressive Disclosure
Gutenberg Diagram
Defensible Space
49. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Form Follows Function
Uncertainty Principle
Inverted Pyramid
Halo Effect
50. A process in which similar characteristics evolve independently in multiple systems.
Orientation Sensitivity
Confirmation
Convergence
Mnemonic Device