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 phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Operant Conditioning
Most Average Facial Appearance Effect
Shaping
2. A method of limiting the actions that can be performed on a system.
Normal Distribution
Defensible Space
Recognition over recall
Constraint
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Pygmalion Effect
Progressive Disclosure
Constraint
Mnemonic Device
4. 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
Fitts' Law
Most Average Facial Appearance Effect
Performance Load
5. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Picture Superiority Effect
Uncertainty Principle
Rosenthal Effect
Hierarchy of Needs (Design)
6. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Performance vs. Preference
Attractiveness Bias
Classical Conditioning
7. The quality of system output is dependent on the quality of system input.
Layering
Garbage In - Garbage Out
Interference Effects
Feedback Loop
8. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mapping
Control
Top- Down Lighting Bias
Garbage In - Garbage Out
9. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Modularity
Gutenberg Diagram
Expectation Effect
Law of Pragnanz
10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Operant Conditioning
Rosenthal Effect
Mapping
Demand Characteristics
11. The tendency for people to behave differently when they know they are being studied
Prototyping
Shaping
Factor of Safety
Hawthorne Effect
12. 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.
Uniform Connectedness
Comparison
Rosenthal Effect
Hierarchy of Needs (Design)
13. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Life Cycle
Shaping
Similarity
Constancy
14. The usability of a system is improved when its status and methods of use are clearly visible.
Immersion
Mnemonic Device
Rosenthal Effect
Visibility
15. People understand and interact with systems and environments based on mental representations developed from experience.
Orientation Sensitivity
Performance Load
Mental Model
Operant Conditioning
16. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Cognitive Dissonance
Form Follows Function
Law of Pragnanz
17. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Demand Characteristics
Rule of Thirds
Inverted Pyramid
Exposure Effect
18. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Errors
Redundancy
Gutenberg Diagram
Weakest Link
19. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Hawthorne Effect
Performance Load
80/20 Rule
20. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Symmetry
Comparison
Mental Model
Fitts' Law
21. 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.)
Readability
Expectation Effect
Errors
Accessibility
22. Successful products typically follow four stages of creation: requirements - design - development - and testing.
80/20 Rule
Mimicry
Development Cycle
Hierarchy
23. An action or ommission of action yielding an unintended result.
Factor of Safety
Errors
Operant Conditioning
Self- similarity
24. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Threat detection
Structural Forms
Legibility
Self- similarity
25. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Face- ism Ratio
Golden Ratio
Expectation Effect
Satisficing
26. 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.
Chunking
Cost-Benefit
Top- Down Lighting Bias
Von Restorff Effect
27. A property in which a form is made up of parts similar to the whole or to one another.
Uncertainty Principle
Prospect-Refuge
Wayfinding
Self- similarity
28. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Interference Effects
Baby-Face Bias
Five Hat Racks
Golden Ratio
29. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Prospect-Refuge
Picture Superiority Effect
Progressive Disclosure
30. 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
Immersion
Factor of Safety
Form Follows Function
31. 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
32. A technique for bringing attention to an area of text or image.
Performance vs. Preference
Defensible Space
Figure-Ground Relationship
Highlighting
33. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Consistency
Halo Effect
Law of Pragnanz
Cognitive Dissonance
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Mimicry
Similarity
Shaping
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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Operant Conditioning
Flexibility-Usability Tradeoff
Similarity
Garbage In - Garbage Out
37. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Life Cycle
Fitts' Law
Structural Forms
Recognition over recall
38. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mimicry
Forgiveness
Top- Down Lighting Bias
Signal- to- Noise Ratio
39. A ratio within the elements of a form - such as height to width - approximating 0.618.
Most Average Facial Appearance Effect
Golden Ratio
Constancy
Development Cycle
40. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Weakest Link
Legibility
Modularity
Figure-Ground Relationship
41. 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
Shaping
Mapping
Legibility
42. 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
Fitts' Law
Common Fate
Exposure Effect
Good Continuation
43. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Form Follows Function
Progressive Disclosure
Scaling Fallacy
Iteration
44. 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
Modularity
Legibility
Closure
45. The tendency for people to perform better or worse based on the expectations of another.
80/20 Rule
Layering
Pygmalion Effect
Savanna Preference
46. As the flexiblity of a system increases - its usability decreases.
Fitts' Law
Visibility
Three- Dimensional Projection
Flexibility-Usability Tradeoff
47. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Signal- to- Noise Ratio
Alignment
Wayfinding
Flexibility-Usability Tradeoff
48. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Serial Position Effects
Alignment
Savanna Preference
49. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Five Hat Racks
Hawthorne Effect
Forgiveness
Golden Ratio
50. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Cost-Benefit
Operant Conditioning
Garbage In - Garbage Out
Feedback Loop