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. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Highlighting
Figure-Ground Relationship
Orientation Sensitivity
2. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Picture Superiority Effect
Von Restorff Effect
Recognition over recall
3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Classical Conditioning
Exposure Effect
Chunking
4. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Symmetry
Orientation Sensitivity
Life Cycle
Prospect-Refuge
5. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Five Hat Racks
Inverted Pyramid
Baby-Face Bias
Pygmalion Effect
6. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Legibility
Form Follows Function
Rule of Thirds
Hierarchy
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.
Waist to Hip Ratio
Convergence
Accessibility
Picture Superiority Effect
8. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Von Restorff Effect
Gutenberg Diagram
Top- Down Lighting Bias
Immersion
9. 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
10. A method of limiting the actions that can be performed on a system.
Classical Conditioning
Constraint
Inverted Pyramid
Immersion
11. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Structural Forms
Gutenberg Diagram
Expectation Effect
12. An attribute of an object that allows people to intuitively know how to use it
Affordance
Hierarchy of Needs (Design)
Feedback Loop
Inverted Pyramid
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Waist to Hip Ratio
Storytelling
Readability
Signal- to- Noise Ratio
14. 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
Proximity
Forgiveness
Structural Forms
15. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Fitts' Law
Progressive Disclosure
Cognitive Dissonance
Feedback Loop
16. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Entry Point
Uncertainty Principle
Satisficing
Orientation Sensitivity
17. The usability of a system is improved when its status and methods of use are clearly visible.
Confirmation
Constraint
Visibility
Law of Pragnanz
18. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Figure-Ground Relationship
Waist to Hip Ratio
Readability
Hierarchy
19. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Mimicry
Immersion
Mnemonic Device
20. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Serial Position Effects
Life Cycle
Satisficing
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.
Mnemonic Device
Redundancy
Inverted Pyramid
Expectation Effect
22. 80% of the effects generated by any large system are caused by 20% of the variables.
Redundancy
Entry Point
Hierarchy of Needs (Design)
80/20 Rule
23. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Framing
Proximity
Affordance
24. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Proximity
Wayfinding
Life Cycle
Exposure Effect
25. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Immersion
Cognitive Dissonance
Development Cycle
26. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Serial Position Effects
Modularity
Scaling Fallacy
Figure-Ground Relationship
27. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Wayfinding
Errors
Immersion
28. A sequence of numbers in which each number is the sum of the preceding two.
Most Average Facial Appearance Effect
Normal Distribution
Wayfinding
Fibonacci Sequence
29. 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
Good Continuation
Depth of Processing
Picture Superiority Effect
30. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Rule of Thirds
Performance vs. Preference
Top- Down Lighting Bias
31. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
80/20 Rule
Interference Effects
Common Fate
Good Continuation
32. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Prototyping
Uniform Connectedness
Visibility
Von Restorff Effect
33. 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
Figure-Ground Relationship
Five Hat Racks
Ockham's Razor
34. Pictures are remembered better than words.
Immersion
Development Cycle
Picture Superiority Effect
Most Average Facial Appearance Effect
35. Elements that are similar are perceived to be more related than elements that are dissimilar.
Orientation Sensitivity
Proximity
Similarity
Wayfinding
36. 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
Mnemonic Device
Serial Position Effects
Common Fate
Similarity
37. A process of repeating a set of operation until a specific result is achieved.
Comparison
Iteration
Baby-Face Bias
Development Cycle
38. 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.)
Constancy
Classical Conditioning
Expectation Effect
Prototyping
39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Iteration
Most Average Facial Appearance Effect
Legibility
40. A property in which a form is made up of parts similar to the whole or to one another.
Figure-Ground Relationship
Performance vs. Preference
Self- similarity
Operant Conditioning
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Placebo effect
Redundancy
Mapping
42. 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.
Visibility
Signal- to- Noise Ratio
Performance vs. Preference
Hierarchy of Needs (Design)
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Maslow's Hierarchy of Needs
Life Cycle
Halo Effect
Proximity
44. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Gutenberg Diagram
Figure-Ground Relationship
Placebo effect
Baby-Face Bias
45. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Gutenberg Diagram
Mental Model
Constraint
Closure
46. A technique that influences decision making and judgement by manipulating the way information is presented.
Mimicry
Framing
Forgiveness
Picture Superiority Effect
47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Convergence
Immersion
Highlighting
48. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Self- similarity
Development Cycle
Orientation Sensitivity
Three- Dimensional Projection
49. The process of using spatial and environmental information to navigate to a destination.
Classical Conditioning
Face- ism Ratio
Comparison
Wayfinding
50. 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.
Feedback Loop
Iteration
Archetype
Good Continuation