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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 tendency for people to behave differently when they know they are being studied
Affordance
Baby-Face Bias
Hierarchy
Hawthorne Effect
2. The use of pictorial images to improve the recognition and recall of signs and controls.
Performance Load
Expectation Effect
Iconic Representation
Progressive Disclosure
3. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Immersion
Factor of Safety
Interference Effects
Structural Forms
4. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Waist to Hip Ratio
Mental Model
Ockham's Razor
Closure
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Satisficing
Constraint
Modularity
Form Follows Function
6. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Inverted Pyramid
Uniform Connectedness
Framing
Cognitive Dissonance
7. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Weakest Link
Common Fate
Mimicry
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Cognitive Dissonance
Placebo effect
Legibility
Signal- to- Noise Ratio
9. Patients experience treatment effects based on their belief that a treatment will work.
Savanna Preference
Normal Distribution
Placebo effect
Constancy
10. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Mapping
Demand Characteristics
Factor of Safety
Operant Conditioning
11. 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
Closure
Self- similarity
Von Restorff Effect
12. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Satisficing
Immersion
Garbage In - Garbage Out
Confirmation
13. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Cost-Benefit
Life Cycle
Expectation Effect
14. Memory for recognizing things is better than memory for recalling things.
Maslow's Hierarchy of Needs
Hawthorne Effect
Recognition over recall
Scaling Fallacy
15. 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?)
Recognition over recall
Cost-Benefit
Shaping
Defensible Space
16. A property in which a form is made up of parts similar to the whole or to one another.
Halo Effect
Inverted Pyramid
Layering
Self- similarity
17. 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
Convergence
Prospect-Refuge
Law of Pragnanz
Common Fate
18. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Wayfinding
Maslow's Hierarchy of Needs
Pygmalion Effect
19. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Highlighting
Rosenthal Effect
Demand Characteristics
20. The time it takes to make a decision increases as the number of alternatives increases.
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21. 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.
Top- Down Lighting Bias
Redundancy
Rosenthal Effect
Structural Forms
22. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Ockham's Razor
Uniform Connectedness
Convergence
Performance Load
23. 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.
Satisficing
Uncertainty Principle
Progressive Disclosure
Chunking
24. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Highlighting
Cognitive Dissonance
Mental Model
Control
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Confirmation
Similarity
Rosenthal Effect
Demand Characteristics
26. 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.
Savanna Preference
Development Cycle
Progressive Disclosure
Cognitive Dissonance
27. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Form Follows Function
Demand Characteristics
Top- Down Lighting Bias
Garbage In - Garbage Out
28. Given a choice between functionally equivalent designs - the simplest design should be selected.
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29. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Life Cycle
Depth of Processing
Form Follows Function
Satisficing
30. A technique that influences decision making and judgement by manipulating the way information is presented.
Control
Normal Distribution
Framing
Convergence
31. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Mental Model
Defensible Space
Uncertainty Principle
Convergence
32. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Picture Superiority Effect
Garbage In - Garbage Out
Recognition over recall
Mnemonic Device
33. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Cognitive Dissonance
Storytelling
Performance Load
Hierarchy
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Wayfinding
Five Hat Racks
Garbage In - Garbage Out
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
Weakest Link
Progressive Disclosure
Storytelling
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. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Placebo effect
Chunking
Defensible Space
38. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Pygmalion Effect
Five Hat Racks
Legibility
39. 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.)
Expectation Effect
Constancy
Uniform Connectedness
Redundancy
40. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Closure
Progressive Disclosure
Weakest Link
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Defensible Space
Uniform Connectedness
Cognitive Dissonance
42. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Control
Performance vs. Preference
Weakest Link
Form Follows Function
43. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Similarity
Figure-Ground Relationship
Operant Conditioning
Attractiveness Bias
44. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Cognitive Dissonance
Uncertainty Principle
Interference Effects
Exposure Effect
45. An attribute of an object that allows people to intuitively know how to use it
Control
Proximity
Placebo effect
Affordance
46. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Alignment
Classical Conditioning
Development Cycle
47. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Progressive Disclosure
Iconic Representation
Factor of Safety
48. The debgree to which prose can be understood - based on the complexity of words and sentences.
Law of Pragnanz
Control
Garbage In - Garbage Out
Readability
49. Pictures are remembered better than words.
Development Cycle
Normal Distribution
Performance Load
Picture Superiority Effect
50. A method of limiting the actions that can be performed on a system.
Constraint
Common Fate
Forgiveness
Face- ism Ratio