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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. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Proximity
Constancy
Maslow's Hierarchy of Needs
Threat detection
2. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Common Fate
Consistency
Convergence
Comparison
3. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Constraint
Errors
Life Cycle
Layering
4. 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.
Feedback Loop
Operant Conditioning
Garbage In - Garbage Out
Closure
5. A property of visual equivalence among elements in a form.
Modularity
Symmetry
Cognitive Dissonance
Performance Load
6. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Orientation Sensitivity
Structural Forms
Storytelling
Good Continuation
7. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Baby-Face Bias
Legibility
Recognition over recall
8. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Storytelling
Hawthorne Effect
Entry Point
9. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Gutenberg Diagram
Highlighting
Three- Dimensional Projection
10. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Picture Superiority Effect
Comparison
Normal Distribution
Good Continuation
11. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Common Fate
Defensible Space
Satisficing
12. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Placebo effect
Waist to Hip Ratio
Exposure Effect
Modularity
13. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Symmetry
Rosenthal Effect
Mimicry
14. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Weakest Link
Convergence
Inverted Pyramid
Maslow's Hierarchy of Needs
15. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Structural Forms
Mnemonic Device
Fitts' Law
Hierarchy
16. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Layering
Attractiveness Bias
Baby-Face Bias
Factor of Safety
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
Proximity
Normal Distribution
Ockham's Razor
Common Fate
18. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Halo Effect
Iconic Representation
Classical Conditioning
Von Restorff Effect
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Common Fate
Hierarchy of Needs (Design)
Hierarchy
20. An action or ommission of action yielding an unintended result.
Errors
Operant Conditioning
Life Cycle
Placebo effect
21. 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.
Waist to Hip Ratio
Hierarchy of Needs (Design)
Threat detection
Forgiveness
22. 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.
Errors
Savanna Preference
Wayfinding
Operant Conditioning
23. 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.)
Operant Conditioning
Placebo effect
Expectation Effect
Archetype
24. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Recognition over recall
Three- Dimensional Projection
Storytelling
25. A technique that influences decision making and judgement by manipulating the way information is presented.
Baby-Face Bias
Interference Effects
Alignment
Framing
26. A property in which a form is made up of parts similar to the whole or to one another.
Alignment
Self- similarity
Mnemonic Device
Maslow's Hierarchy of Needs
27. Memory for recognizing things is better than memory for recalling things.
Picture Superiority Effect
Von Restorff Effect
Recognition over recall
Accessibility
28. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Waist to Hip Ratio
Consistency
Three- Dimensional Projection
Uniform Connectedness
29. Elements that are close together are percieved to be more related than elements that are farther apart.
Structural Forms
Von Restorff Effect
Proximity
Control
30. A process of repeating a set of operation until a specific result is achieved.
Fitts' Law
Waist to Hip Ratio
Highlighting
Iteration
31. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Serial Position Effects
Affordance
Three- Dimensional Projection
Performance Load
32. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Layering
80/20 Rule
Alignment
33. The tendency for people to perform better or worse based on the expectations of another.
Chunking
Pygmalion Effect
Expectation Effect
Signal- to- Noise Ratio
34. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
80/20 Rule
Face- ism Ratio
Five Hat Racks
35. 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.
Von Restorff Effect
Shaping
Mapping
Hierarchy
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 greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Wayfinding
Performance Load
Highlighting
Prospect-Refuge
38. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Storytelling
Figure-Ground Relationship
Form Follows Function
Flexibility-Usability Tradeoff
39. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Good Continuation
Prototyping
Modularity
40. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Most Average Facial Appearance Effect
Performance Load
Fibonacci Sequence
Depth of Processing
41. The time it takes to make a decision increases as the number of alternatives increases.
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42. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Control
Shaping
Errors
Storytelling
43. 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
Good Continuation
Progressive Disclosure
Weakest Link
44. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Figure-Ground Relationship
Most Average Facial Appearance Effect
Immersion
Face- ism Ratio
45. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Affordance
Wayfinding
Rule of Thirds
Structural Forms
46. An original model on which something is patterned
Demand Characteristics
Gutenberg Diagram
Threat detection
Archetype
47. The process of using spatial and environmental information to navigate to a destination.
Interference Effects
Archetype
Normal Distribution
Wayfinding
48. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Constraint
Three- Dimensional Projection
Placebo effect
Confirmation
49. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Shaping
Layering
Garbage In - Garbage Out
Closure
50. Pictures are remembered better than words.
Picture Superiority Effect
Forgiveness
Fibonacci Sequence
Savanna Preference