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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 property in which a form is made up of parts similar to the whole or to one another.
Control
Self- similarity
Weakest Link
Satisficing
2. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Shaping
Scaling Fallacy
Comparison
Depth of Processing
3. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Layering
Readability
Legibility
4. 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)
Storytelling
Mnemonic Device
Scaling Fallacy
Waist to Hip Ratio
5. 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.
Ockham's Razor
Comparison
Redundancy
Cognitive Dissonance
6. 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
Satisficing
Consistency
Progressive Disclosure
7. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hierarchy of Needs (Design)
Mnemonic Device
Gutenberg Diagram
80/20 Rule
8. A method of limiting the actions that can be performed on a system.
Symmetry
Errors
Structural Forms
Constraint
9. An original model on which something is patterned
Hierarchy
Performance Load
Archetype
Hawthorne Effect
10. Teachers treat students differently based on their expectations of how students will perform.
Mnemonic Device
Inverted Pyramid
Rosenthal Effect
Common Fate
11. A process of repeating a set of operation until a specific result is achieved.
Prototyping
Iteration
Scaling Fallacy
Placebo effect
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Feedback Loop
Highlighting
Normal Distribution
Prototyping
13. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Feedback Loop
Cost-Benefit
Mimicry
14. 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.
Development Cycle
Waist to Hip Ratio
Law of Pragnanz
Performance Load
15. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Highlighting
Prospect-Refuge
Waist to Hip Ratio
16. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Performance Load
Visibility
Chunking
17. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mapping
Mental Model
Savanna Preference
Mimicry
18. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Defensible Space
Interference Effects
Weakest Link
Pygmalion Effect
19. 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.
Closure
Satisficing
Performance Load
Mapping
20. 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.
Scaling Fallacy
Chunking
Control
Layering
21. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Feedback Loop
Serial Position Effects
Confirmation
Uncertainty Principle
22. 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
Exposure Effect
Hierarchy
Alignment
Common Fate
23. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Archetype
Redundancy
Threat detection
Self- similarity
24. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Classical Conditioning
Cost-Benefit
Confirmation
Immersion
25. The usability of a system is improved when similar parts are expressed in similar ways.
Factor of Safety
Cognitive Dissonance
Iteration
Consistency
26. An attribute of an object that allows people to intuitively know how to use it
Satisficing
Affordance
Visibility
Confirmation
27. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Hierarchy
Interference Effects
Five Hat Racks
Immersion
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Figure-Ground Relationship
Layering
Von Restorff Effect
Expectation Effect
29. The time it takes to make a decision increases as the number of alternatives increases.
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30. A tendency to see objects and patterns as 3D when certain visual cues are present.
Operant Conditioning
Three- Dimensional Projection
Closure
Constancy
31. The debgree to which prose can be understood - based on the complexity of words and sentences.
Mimicry
Common Fate
Readability
Von Restorff Effect
32. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Common Fate
Normal Distribution
Serial Position Effects
Immersion
33. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Signal- to- Noise Ratio
Defensible Space
Placebo effect
34. The tendency for people to behave differently when they know they are being studied
Attractiveness Bias
80/20 Rule
Hawthorne Effect
Three- Dimensional Projection
35. An action or ommission of action yielding an unintended result.
Framing
Similarity
Iteration
Errors
36. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Classical Conditioning
Similarity
Layering
Most Average Facial Appearance Effect
37. 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.
Scaling Fallacy
Feedback Loop
Constraint
Redundancy
38. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Scaling Fallacy
Common Fate
Proximity
39. 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.
Savanna Preference
Self- similarity
Rule of Thirds
Ockham's Razor
40. The quality of system output is dependent on the quality of system input.
Cost-Benefit
Mimicry
Baby-Face Bias
Garbage In - Garbage Out
41. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Von Restorff Effect
Waist to Hip Ratio
Control
42. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Storytelling
Framing
Inverted Pyramid
43. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Affordance
Confirmation
Rosenthal Effect
44. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Similarity
Prototyping
Orientation Sensitivity
Constancy
45. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Visibility
Readability
Layering
46. Given a choice between functionally equivalent designs - the simplest design should be selected.
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47. As the flexiblity of a system increases - its usability decreases.
Framing
80/20 Rule
Constraint
Flexibility-Usability Tradeoff
48. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Wayfinding
Layering
Figure-Ground Relationship
Framing
49. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Golden Ratio
Savanna Preference
Hierarchy of Needs (Design)
Prospect-Refuge
50. A technique for bringing attention to an area of text or image.
Highlighting
Modularity
Symmetry
Confirmation