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. 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)
Scaling Fallacy
Placebo effect
Visibility
Convergence
2. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Savanna Preference
Development Cycle
Storytelling
Hawthorne Effect
3. Pictures are remembered better than words.
Visibility
Most Average Facial Appearance Effect
Mimicry
Picture Superiority Effect
4. 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.
Cost-Benefit
Hierarchy of Needs (Design)
Structural Forms
Constancy
5. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Most Average Facial Appearance Effect
Shaping
Weakest Link
Mimicry
6. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Five Hat Racks
Confirmation
Symmetry
7. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Iconic Representation
Fitts' Law
Self- similarity
8. The debgree to which prose can be understood - based on the complexity of words and sentences.
Signal- to- Noise Ratio
Readability
Expectation Effect
Savanna Preference
9. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Law of Pragnanz
Threat detection
Scaling Fallacy
Hierarchy
10. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Shaping
Three- Dimensional Projection
Baby-Face Bias
Visibility
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Comparison
Performance Load
Top- Down Lighting Bias
Rosenthal Effect
12. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Rosenthal Effect
Signal- to- Noise Ratio
Mapping
Threat detection
13. 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
Mimicry
Operant Conditioning
Waist to Hip Ratio
14. A property in which a form is made up of parts similar to the whole or to one another.
Similarity
Progressive Disclosure
Self- similarity
Hierarchy of Needs (Design)
15. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Iconic Representation
Depth of Processing
Confirmation
Recognition over recall
16. People understand and interact with systems and environments based on mental representations developed from experience.
Savanna Preference
Mental Model
Maslow's Hierarchy of Needs
Expectation Effect
17. A process in which similar characteristics evolve independently in multiple systems.
Exposure Effect
Depth of Processing
Alignment
Convergence
18. 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.
Redundancy
Performance Load
Forgiveness
Legibility
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Alignment
Mimicry
Forgiveness
Iconic Representation
20. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Chunking
Control
Exposure Effect
21. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Hierarchy of Needs (Design)
Cognitive Dissonance
Von Restorff Effect
22. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Five Hat Racks
Forgiveness
Rosenthal Effect
23. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Classical Conditioning
Normal Distribution
Immersion
Attractiveness Bias
24. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Fibonacci Sequence
Most Average Facial Appearance Effect
Life Cycle
25. 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
Gutenberg Diagram
Maslow's Hierarchy of Needs
Cost-Benefit
26. 80% of the effects generated by any large system are caused by 20% of the variables.
Waist to Hip Ratio
Baby-Face Bias
Rule of Thirds
80/20 Rule
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Layering
Three- Dimensional Projection
Closure
Immersion
28. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Entry Point
Hierarchy of Needs (Design)
Signal- to- Noise Ratio
Modularity
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Alignment
Rule of Thirds
Similarity
Factor of Safety
30. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Scaling Fallacy
80/20 Rule
Prototyping
Cost-Benefit
31. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Pygmalion Effect
Convergence
Modularity
Legibility
32. 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
Placebo effect
Baby-Face Bias
Cognitive Dissonance
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Attractiveness Bias
Gutenberg Diagram
Fibonacci Sequence
Exposure Effect
34. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Most Average Facial Appearance Effect
Expectation Effect
Recognition over recall
Constancy
35. Given a choice between functionally equivalent designs - the simplest design should be selected.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
36. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Serial Position Effects
Halo Effect
Archetype
37. 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
Signal- to- Noise Ratio
Constancy
Common Fate
Threat detection
38. As the flexiblity of a system increases - its usability decreases.
Rule of Thirds
Mental Model
Flexibility-Usability Tradeoff
Symmetry
39. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Satisficing
Layering
Structural Forms
Shaping
40. A process of repeating a set of operation until a specific result is achieved.
Shaping
Attractiveness Bias
Iteration
Immersion
41. The usability of a system is improved when its status and methods of use are clearly visible.
Waist to Hip Ratio
Redundancy
Shaping
Visibility
42. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Orientation Sensitivity
Scaling Fallacy
Rosenthal Effect
43. 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.)
Flexibility-Usability Tradeoff
Attractiveness Bias
Three- Dimensional Projection
Expectation Effect
44. 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.
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Feedback Loop
Performance vs. Preference
45. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Pygmalion Effect
Picture Superiority Effect
Chunking
Entry Point
46. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Progressive Disclosure
Confirmation
Satisficing
Comparison
47. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Von Restorff Effect
Highlighting
Life Cycle
48. The time required to move to a target is a function of the target size and distance to the target.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
49. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Progressive Disclosure
Interference Effects
Affordance
50. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Modularity
Signal- to- Noise Ratio
Immersion
Uncertainty Principle