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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 relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Hawthorne Effect
Mapping
Performance Load
Gutenberg Diagram
2. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Cognitive Dissonance
Storytelling
Uncertainty Principle
Symmetry
3. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Development Cycle
Immersion
Performance Load
Entry Point
4. The usability of a system is improved when similar parts are expressed in similar ways.
Constancy
Consistency
Performance Load
Inverted Pyramid
5. Patients experience treatment effects based on their belief that a treatment will work.
Symmetry
Placebo effect
Performance Load
Signal- to- Noise Ratio
6. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Mental Model
Operant Conditioning
Fitts' Law
7. An attribute of an object that allows people to intuitively know how to use it
Uniform Connectedness
Affordance
Waist to Hip Ratio
Fibonacci Sequence
8. 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.
Uniform Connectedness
Signal- to- Noise Ratio
Serial Position Effects
Progressive Disclosure
9. A process of repeating a set of operation until a specific result is achieved.
Proximity
Highlighting
Feedback Loop
Iteration
10. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Attractiveness Bias
Expectation Effect
Performance Load
11. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Performance vs. Preference
Operant Conditioning
Comparison
Highlighting
12. As the flexiblity of a system increases - its usability decreases.
Law of Pragnanz
Convergence
Flexibility-Usability Tradeoff
Fitts' Law
13. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Modularity
Waist to Hip Ratio
Fitts' Law
Prospect-Refuge
14. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Hierarchy of Needs (Design)
Iteration
Rosenthal Effect
15. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Life Cycle
Gutenberg Diagram
Ockham's Razor
Iteration
16. The tendency for people to behave differently when they know they are being studied
Good Continuation
Hawthorne Effect
Ockham's Razor
Gutenberg Diagram
17. A tendency to see objects and patterns as 3D when certain visual cues are present.
Comparison
Orientation Sensitivity
Three- Dimensional Projection
Immersion
18. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Immersion
Affordance
Form Follows Function
19. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Face- ism Ratio
Cost-Benefit
Legibility
Garbage In - Garbage Out
20. A technique for bringing attention to an area of text or image.
Archetype
Von Restorff Effect
Hierarchy
Highlighting
21. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Maslow's Hierarchy of Needs
Interference Effects
Flexibility-Usability Tradeoff
Chunking
22. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Highlighting
Constancy
Demand Characteristics
Hierarchy
23. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Signal- to- Noise Ratio
Prototyping
Orientation Sensitivity
Normal Distribution
24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Threat detection
Law of Pragnanz
Placebo effect
Uncertainty Principle
25. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Threat detection
Inverted Pyramid
Accessibility
Exposure Effect
26. 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.
Garbage In - Garbage Out
Redundancy
Ockham's Razor
Visibility
27. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Highlighting
Placebo effect
Common Fate
Weakest Link
28. 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
Constraint
Uniform Connectedness
Common Fate
Attractiveness Bias
29. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Five Hat Racks
Interference Effects
Most Average Facial Appearance Effect
Progressive Disclosure
30. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Golden Ratio
Legibility
Orientation Sensitivity
31. Teachers treat students differently based on their expectations of how students will perform.
Defensible Space
Rosenthal Effect
Factor of Safety
Normal Distribution
32. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Constraint
Waist to Hip Ratio
Rosenthal Effect
Hierarchy
33. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Comparison
Errors
Savanna Preference
34. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Cognitive Dissonance
Mnemonic Device
Similarity
Alignment
35. The process of using spatial and environmental information to navigate to a destination.
Hick's Law
Immersion
Constancy
Wayfinding
36. The tendency for people to perform better or worse based on the expectations of another.
Iconic Representation
Placebo effect
Pygmalion Effect
Depth of Processing
37. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Entry Point
Common Fate
Forgiveness
38. 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.
Proximity
Mental Model
Feedback Loop
Exposure Effect
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
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40. An action or ommission of action yielding an unintended result.
Mental Model
Errors
Modularity
Mapping
41. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Good Continuation
Visibility
Redundancy
Classical Conditioning
42. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Similarity
Cognitive Dissonance
Life Cycle
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.)
Constraint
Feedback Loop
Expectation Effect
Hick's Law
44. 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)
Mapping
Shaping
Law of Pragnanz
Scaling Fallacy
45. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Immersion
Inverted Pyramid
Figure-Ground Relationship
Similarity
46. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Legibility
Waist to Hip Ratio
Comparison
47. 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.
Demand Characteristics
Cognitive Dissonance
Chunking
Common Fate
48. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Performance Load
Rule of Thirds
Entry Point
49. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Law of Pragnanz
Face- ism Ratio
Weakest Link
Iconic Representation
50. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Form Follows Function
Confirmation
Uncertainty Principle
Shaping