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. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
2. 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
Face- ism Ratio
Common Fate
Immersion
Layering
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Similarity
Normal Distribution
Shaping
4. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Hick's Law
Signal- to- Noise Ratio
Convergence
Hierarchy of Needs (Design)
5. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Inverted Pyramid
Factor of Safety
Serial Position Effects
6. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Cost-Benefit
Halo Effect
Framing
Classical Conditioning
7. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Accessibility
Pygmalion Effect
Constancy
Baby-Face Bias
8. A process of repeating a set of operation until a specific result is achieved.
Hawthorne Effect
Law of Pragnanz
Orientation Sensitivity
Iteration
9. An attribute of an object that allows people to intuitively know how to use it
Fitts' Law
Affordance
Framing
Pygmalion Effect
10. As the flexiblity of a system increases - its usability decreases.
Golden Ratio
Law of Pragnanz
Feedback Loop
Flexibility-Usability Tradeoff
11. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Affordance
Prospect-Refuge
Satisficing
Readability
12. 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.
Orientation Sensitivity
Satisficing
Mapping
Self- similarity
13. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Gutenberg Diagram
Hick's Law
Constancy
Legibility
14. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Mnemonic Device
Attractiveness Bias
Signal- to- Noise Ratio
15. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Cost-Benefit
Convergence
Factor of Safety
Hick's Law
16. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Hick's Law
Law of Pragnanz
Cognitive Dissonance
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Storytelling
Confirmation
Rosenthal Effect
18. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Affordance
Immersion
Five Hat Racks
Good Continuation
19. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hierarchy of Needs (Design)
Hick's Law
Inverted Pyramid
Hierarchy
20. 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.
Satisficing
Good Continuation
Halo Effect
Mnemonic Device
21. The use of pictorial images to improve the recognition and recall of signs and controls.
Self- similarity
Iconic Representation
Signal- to- Noise Ratio
Readability
22. 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
Orientation Sensitivity
Ockham's Razor
Storytelling
23. 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?)
Entry Point
Cost-Benefit
Halo Effect
Confirmation
24. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Normal Distribution
Life Cycle
Pygmalion Effect
Accessibility
25. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Structural Forms
Mimicry
Development Cycle
Performance Load
26. 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.)
Alignment
Hick's Law
Entry Point
Expectation Effect
27. An original model on which something is patterned
Satisficing
Mapping
Archetype
Alignment
28. Elements that are close together are percieved to be more related than elements that are farther apart.
Prospect-Refuge
Mapping
Garbage In - Garbage Out
Proximity
29. A sequence of numbers in which each number is the sum of the preceding two.
Iteration
Fibonacci Sequence
Redundancy
Picture Superiority Effect
30. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Signal- to- Noise Ratio
Orientation Sensitivity
Satisficing
Baby-Face Bias
31. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Framing
Depth of Processing
Demand Characteristics
32. An action or ommission of action yielding an unintended result.
Weakest Link
Errors
Five Hat Racks
Pygmalion Effect
33. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Mapping
Interference Effects
Hick's Law
34. 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.
Consistency
Framing
Hierarchy of Needs (Design)
Constancy
35. 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
Self- similarity
Feedback Loop
Hierarchy
36. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Progressive Disclosure
Prospect-Refuge
Confirmation
Common Fate
37. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Layering
Fitts' Law
Von Restorff Effect
Comparison
38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Rosenthal Effect
Scaling Fallacy
Accessibility
39. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Feedback Loop
Wayfinding
Entry Point
40. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Affordance
Comparison
Baby-Face Bias
Form Follows Function
41. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Symmetry
Weakest Link
Uniform Connectedness
Shaping
42. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Fibonacci Sequence
Defensible Space
Common Fate
43. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Layering
Top- Down Lighting Bias
Hick's Law
44. A property of visual equivalence among elements in a form.
Entry Point
Common Fate
Ockham's Razor
Symmetry
45. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Attractiveness Bias
Layering
Signal- to- Noise Ratio
Flexibility-Usability Tradeoff
46. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Common Fate
Storytelling
Feedback Loop
47. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hierarchy
Defensible Space
Redundancy
Visibility
48. The relative ease with which a destination - idea - or concept may be reached.
Scaling Fallacy
Layering
Recognition over recall
Accessibility
49. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Life Cycle
Performance vs. Preference
Storytelling
Orientation Sensitivity
50. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Flexibility-Usability Tradeoff
Law of Pragnanz
Attractiveness Bias