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 process in which similar characteristics evolve independently in multiple systems.
80/20 Rule
Convergence
Mnemonic Device
Savanna Preference
2. 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
3. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Control
Attractiveness Bias
Orientation Sensitivity
Immersion
4. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Readability
Convergence
Comparison
5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Life Cycle
Defensible Space
Convergence
6. A tendency to see objects and patterns as 3D when certain visual cues are present.
Von Restorff Effect
Readability
Three- Dimensional Projection
Uncertainty Principle
7. 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.
Five Hat Racks
Exposure Effect
Waist to Hip Ratio
Law of Pragnanz
8. A technique for bringing attention to an area of text or image.
Iconic Representation
Picture Superiority Effect
Accessibility
Highlighting
9. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Uncertainty Principle
Development Cycle
Satisficing
Most Average Facial Appearance Effect
10. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Hierarchy of Needs (Design)
Baby-Face Bias
Performance vs. Preference
11. Pictures are remembered better than words.
Garbage In - Garbage Out
Picture Superiority Effect
Constraint
Progressive Disclosure
12. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Hierarchy of Needs (Design)
Figure-Ground Relationship
Cognitive Dissonance
Hick's Law
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Uniform Connectedness
Halo Effect
Constraint
Framing
14. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Weakest Link
Mnemonic Device
Baby-Face Bias
Five Hat Racks
15. 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.
Savanna Preference
Affordance
Hierarchy of Needs (Design)
Similarity
16. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Iconic Representation
Entry Point
Exposure Effect
Picture Superiority Effect
17. The quality of system output is dependent on the quality of system input.
Depth of Processing
Legibility
Uncertainty Principle
Garbage In - Garbage Out
18. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Savanna Preference
Convergence
Confirmation
Demand Characteristics
19. 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
20. 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
Garbage In - Garbage Out
Rosenthal Effect
Structural Forms
Common Fate
21. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Expectation Effect
Five Hat Racks
Visibility
Constraint
22. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Entry Point
Maslow's Hierarchy of Needs
Immersion
23. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Comparison
Readability
Iteration
Alignment
24. The usability of a system is improved when similar parts are expressed in similar ways.
Progressive Disclosure
Consistency
Scaling Fallacy
Fitts' Law
25. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Common Fate
Demand Characteristics
Cognitive Dissonance
Inverted Pyramid
26. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Maslow's Hierarchy of Needs
Depth of Processing
Proximity
Structural Forms
27. 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
28. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Archetype
Threat detection
Affordance
Cost-Benefit
29. 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
Demand Characteristics
Most Average Facial Appearance Effect
Gutenberg Diagram
30. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Symmetry
Legibility
Life Cycle
Factor of Safety
31. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Figure-Ground Relationship
Threat detection
Face- ism Ratio
Defensible Space
32. 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?)
Cost-Benefit
Face- ism Ratio
Recognition over recall
Maslow's Hierarchy of Needs
33. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Storytelling
Prospect-Refuge
Confirmation
Performance Load
34. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Development Cycle
Classical Conditioning
Top- Down Lighting Bias
35. An attribute of an object that allows people to intuitively know how to use it
Immersion
Affordance
Iteration
Prototyping
36. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Scaling Fallacy
Hawthorne Effect
Uniform Connectedness
Storytelling
37. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Rule of Thirds
Factor of Safety
Attractiveness Bias
Pygmalion Effect
38. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Hick's Law
Most Average Facial Appearance Effect
Iteration
39. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Visibility
Life Cycle
Prototyping
Figure-Ground Relationship
40. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Archetype
Inverted Pyramid
Signal- to- Noise Ratio
Exposure Effect
41. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Cost-Benefit
Golden Ratio
Serial Position Effects
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.
Hawthorne Effect
Redundancy
Accessibility
Performance Load
43. 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.
Control
Most Average Facial Appearance Effect
Feedback Loop
Recognition over recall
44. An original model on which something is patterned
Baby-Face Bias
Shaping
Layering
Archetype
45. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Demand Characteristics
Face- ism Ratio
Placebo effect
Mnemonic Device
46. A property of visual equivalence among elements in a form.
Performance vs. Preference
Symmetry
Errors
Mapping
47. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Von Restorff Effect
Halo Effect
Garbage In - Garbage Out
Similarity
48. 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
Maslow's Hierarchy of Needs
Threat detection
Constancy
49. A property in which a form is made up of parts similar to the whole or to one another.
Redundancy
Self- similarity
Archetype
Threat detection
50. A ratio within the elements of a form - such as height to width - approximating 0.618.
Rosenthal Effect
Immersion
Normal Distribution
Golden Ratio