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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. A sequence of numbers in which each number is the sum of the preceding two.
Prototyping
Inverted Pyramid
Mnemonic Device
Fibonacci Sequence
2. A technique that influences decision making and judgement by manipulating the way information is presented.
Most Average Facial Appearance Effect
Framing
Closure
Legibility
3. 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.
Comparison
Exposure Effect
Interference Effects
Good Continuation
4. The time required to move to a target is a function of the target size and distance to the target.
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5. A property in which a form is made up of parts similar to the whole or to one another.
Convergence
Expectation Effect
Hierarchy of Needs (Design)
Self- similarity
6. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Flexibility-Usability Tradeoff
Defensible Space
Closure
Orientation Sensitivity
7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Storytelling
Hawthorne Effect
Demand Characteristics
8. 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
Fibonacci Sequence
Redundancy
Ockham's Razor
Common Fate
9. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Symmetry
Gutenberg Diagram
Interference Effects
10. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Archetype
Mnemonic Device
Errors
11. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Interference Effects
Mimicry
Progressive Disclosure
Control
12. 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.
Shaping
Uncertainty Principle
Chunking
Accessibility
13. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Serial Position Effects
Face- ism Ratio
Self- similarity
14. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Good Continuation
Storytelling
Five Hat Racks
Rule of Thirds
15. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Immersion
Constancy
Structural Forms
Legibility
16. An action or ommission of action yielding an unintended result.
Prospect-Refuge
Errors
Mapping
Waist to Hip Ratio
17. 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
Symmetry
Rule of Thirds
Law of Pragnanz
18. 80% of the effects generated by any large system are caused by 20% of the variables.
Von Restorff Effect
Recognition over recall
80/20 Rule
Pygmalion Effect
19. An attribute of an object that allows people to intuitively know how to use it
Development Cycle
Affordance
Immersion
Forgiveness
20. A tendency to see objects and patterns as 3D when certain visual cues are present.
Fitts' Law
Three- Dimensional Projection
Operant Conditioning
Top- Down Lighting Bias
21. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Life Cycle
Exposure Effect
Entry Point
Fibonacci Sequence
22. The debgree to which prose can be understood - based on the complexity of words and sentences.
Face- ism Ratio
Five Hat Racks
Halo Effect
Readability
23. A property of visual equivalence among elements in a form.
Forgiveness
Symmetry
Cognitive Dissonance
Flexibility-Usability Tradeoff
24. Elements that are close together are percieved to be more related than elements that are farther apart.
Mnemonic Device
Gutenberg Diagram
Constancy
Proximity
25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Flexibility-Usability Tradeoff
Rule of Thirds
Fitts' Law
Attractiveness Bias
26. 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
Storytelling
80/20 Rule
27. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Classical Conditioning
Control
Consistency
Factor of Safety
28. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Halo Effect
Uniform Connectedness
Figure-Ground Relationship
Hick's Law
29. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Figure-Ground Relationship
Chunking
Satisficing
Savanna Preference
30. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Constraint
Baby-Face Bias
Comparison
31. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Immersion
Factor of Safety
Halo Effect
Fitts' Law
32. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Immersion
Framing
Mimicry
Recognition over recall
33. Memory for recognizing things is better than memory for recalling things.
Serial Position Effects
Most Average Facial Appearance Effect
Figure-Ground Relationship
Recognition over recall
34. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Demand Characteristics
Hierarchy of Needs (Design)
Structural Forms
Forgiveness
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)
Threat detection
Scaling Fallacy
Defensible Space
Hierarchy of Needs (Design)
36. The time it takes to make a decision increases as the number of alternatives increases.
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37. The relative ease with which a destination - idea - or concept may be reached.
80/20 Rule
Accessibility
Entry Point
Gutenberg Diagram
38. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Scaling Fallacy
Forgiveness
Pygmalion Effect
Figure-Ground Relationship
39. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Defensible Space
Baby-Face Bias
Forgiveness
Signal- to- Noise Ratio
40. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Alignment
Exposure Effect
Operant Conditioning
Normal Distribution
41. A process in which similar characteristics evolve independently in multiple systems.
Exposure Effect
Flexibility-Usability Tradeoff
Convergence
Confirmation
42. 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.
Expectation Effect
Inverted Pyramid
Top- Down Lighting Bias
Serial Position Effects
43. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Classical Conditioning
Proximity
Threat detection
Performance Load
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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45. 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.
Wayfinding
Structural Forms
Golden Ratio
Hierarchy of Needs (Design)
46. The usability of a system is improved when its status and methods of use are clearly visible.
Hick's Law
Progressive Disclosure
Face- ism Ratio
Visibility
47. A ratio within the elements of a form - such as height to width - approximating 0.618.
Factor of Safety
Symmetry
Performance Load
Golden Ratio
48. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Waist to Hip Ratio
Fitts' Law
Face- ism Ratio
49. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Consistency
Waist to Hip Ratio
Uniform Connectedness
Readability
50. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Iteration
Interference Effects
Law of Pragnanz
Factor of Safety