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. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Life Cycle
Classical Conditioning
Performance vs. Preference
Form Follows Function
2. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Shaping
Cost-Benefit
Legibility
3. 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.
Mental Model
Face- ism Ratio
Savanna Preference
Highlighting
4. A method of limiting the actions that can be performed on a system.
Signal- to- Noise Ratio
Threat detection
Uncertainty Principle
Constraint
5. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Maslow's Hierarchy of Needs
Figure-Ground Relationship
Storytelling
Top- Down Lighting Bias
6. 80% of the effects generated by any large system are caused by 20% of the variables.
Law of Pragnanz
Face- ism Ratio
80/20 Rule
Demand Characteristics
7. 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
8. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Placebo effect
Development Cycle
Depth of Processing
9. An action or ommission of action yielding an unintended result.
Top- Down Lighting Bias
Errors
Storytelling
Inverted Pyramid
10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Errors
Face- ism Ratio
Control
11. 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.
Rosenthal Effect
Figure-Ground Relationship
Redundancy
Weakest Link
12. Memory for recognizing things is better than memory for recalling things.
Baby-Face Bias
Recognition over recall
Factor of Safety
Life Cycle
13. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Mnemonic Device
Wayfinding
Feedback Loop
14. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Prospect-Refuge
Savanna Preference
Life Cycle
15. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Iteration
Hawthorne Effect
Prototyping
16. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Performance Load
Cognitive Dissonance
Rule of Thirds
17. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Mnemonic Device
Factor of Safety
Orientation Sensitivity
18. The quality of system output is dependent on the quality of system input.
Mapping
Fibonacci Sequence
Garbage In - Garbage Out
Hierarchy
19. 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
Readability
Highlighting
Redundancy
20. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mental Model
80/20 Rule
Mnemonic Device
Mapping
21. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Mimicry
Chunking
Savanna Preference
Form Follows Function
22. 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
23. Elements that are close together are percieved to be more related than elements that are farther apart.
Satisficing
Self- similarity
Proximity
Rosenthal Effect
24. 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
Hierarchy of Needs (Design)
Alignment
Rosenthal Effect
25. 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
Hick's Law
Common Fate
Golden Ratio
Scaling Fallacy
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Fibonacci Sequence
Closure
Wayfinding
27. The process of using spatial and environmental information to navigate to a destination.
Attractiveness Bias
Wayfinding
Visibility
Top- Down Lighting Bias
28. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Picture Superiority Effect
Iconic Representation
Garbage In - Garbage Out
29. Patients experience treatment effects based on their belief that a treatment will work.
Visibility
Placebo effect
Classical Conditioning
Expectation Effect
30. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Comparison
Constraint
Demand Characteristics
31. Elements that are similar are perceived to be more related than elements that are dissimilar.
Inverted Pyramid
Similarity
Expectation Effect
Law of Pragnanz
32. Pictures are remembered better than words.
Common Fate
Constraint
Picture Superiority Effect
80/20 Rule
33. An attribute of an object that allows people to intuitively know how to use it
Iconic Representation
Self- similarity
Affordance
Inverted Pyramid
34. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Placebo effect
Iconic Representation
Common Fate
35. As the flexiblity of a system increases - its usability decreases.
Face- ism Ratio
Flexibility-Usability Tradeoff
Placebo effect
Symmetry
36. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Accessibility
Gutenberg Diagram
Rule of Thirds
Modularity
37. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Savanna Preference
Factor of Safety
Layering
Scaling Fallacy
38. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Von Restorff Effect
Uncertainty Principle
Entry Point
Top- Down Lighting Bias
39. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Closure
Prospect-Refuge
Demand Characteristics
40. 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?)
Placebo effect
Cost-Benefit
Factor of Safety
Top- Down Lighting Bias
41. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Savanna Preference
Layering
Readability
42. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Factor of Safety
Attractiveness Bias
Wayfinding
Depth of Processing
43. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
80/20 Rule
Hick's Law
Symmetry
Exposure Effect
44. 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.)
Closure
Golden Ratio
Expectation Effect
Symmetry
45. Teachers treat students differently based on their expectations of how students will perform.
Entry Point
Chunking
Maslow's Hierarchy of Needs
Rosenthal Effect
46. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Archetype
Inverted Pyramid
Errors
Convergence
47. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Operant Conditioning
Orientation Sensitivity
Readability
Rule of Thirds
48. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Good Continuation
Defensible Space
Archetype
Immersion
49. A process of repeating a set of operation until a specific result is achieved.
Proximity
Iteration
Highlighting
Baby-Face Bias
50. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Modularity
Uncertainty Principle
Prospect-Refuge