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 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
2. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Uncertainty Principle
Iteration
Readability
3. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Structural Forms
Figure-Ground Relationship
Most Average Facial Appearance Effect
Entry Point
4. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Gutenberg Diagram
Performance vs. Preference
Symmetry
Threat detection
5. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Alignment
Top- Down Lighting Bias
Life Cycle
Inverted Pyramid
6. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Weakest Link
Good Continuation
Attractiveness Bias
80/20 Rule
7. The tendency for people to perform better or worse based on the expectations of another.
Alignment
Pygmalion Effect
Interference Effects
Forgiveness
8. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
80/20 Rule
Top- Down Lighting Bias
Factor of Safety
9. 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.
Mapping
Framing
Life Cycle
Fibonacci Sequence
10. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Mapping
Von Restorff Effect
Placebo effect
11. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Entry Point
Control
Similarity
Confirmation
12. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Satisficing
Mapping
Prospect-Refuge
13. 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
14. A process of repeating a set of operation until a specific result is achieved.
Iteration
Uniform Connectedness
Archetype
Entry Point
15. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Convergence
Control
Constraint
16. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Threat detection
Shaping
Depth of Processing
Waist to Hip Ratio
17. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Closure
Visibility
Inverted Pyramid
Symmetry
18. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Self- similarity
Modularity
Rule of Thirds
Visibility
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Gutenberg Diagram
Exposure Effect
Classical Conditioning
Rule of Thirds
20. 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)
Hick's Law
Scaling Fallacy
Prototyping
Structural Forms
21. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Closure
Errors
Entry Point
Factor of Safety
22. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Halo Effect
Signal- to- Noise Ratio
Exposure Effect
Inverted Pyramid
23. 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
24. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Expectation Effect
Weakest Link
Proximity
Law of Pragnanz
25. A property in which a form is made up of parts similar to the whole or to one another.
Hierarchy of Needs (Design)
Prospect-Refuge
Affordance
Self- similarity
26. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Factor of Safety
Convergence
Baby-Face Bias
27. An original model on which something is patterned
Classical Conditioning
Cognitive Dissonance
Comparison
Archetype
28. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Inverted Pyramid
Operant Conditioning
Cost-Benefit
29. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Wayfinding
Modularity
Uncertainty Principle
Savanna Preference
30. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Mnemonic Device
Baby-Face Bias
Self- similarity
Defensible Space
31. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Archetype
Errors
Highlighting
32. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cost-Benefit
Constraint
Cognitive Dissonance
Archetype
33. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Normal Distribution
Mapping
Hierarchy
Defensible Space
34. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Wayfinding
Orientation Sensitivity
Placebo effect
35. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Storytelling
Layering
Factor of Safety
36. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Redundancy
Cognitive Dissonance
Mnemonic Device
37. 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.)
Expectation Effect
Baby-Face Bias
Rosenthal Effect
Recognition over recall
38. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Depth of Processing
Progressive Disclosure
Rosenthal Effect
39. The process of using spatial and environmental information to navigate to a destination.
Cost-Benefit
Consistency
Garbage In - Garbage Out
Wayfinding
40. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Convergence
Garbage In - Garbage Out
Closure
Affordance
41. 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.
Feedback Loop
Operant Conditioning
Uniform Connectedness
Hierarchy of Needs (Design)
42. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Normal Distribution
Signal- to- Noise Ratio
Rule of Thirds
Comparison
43. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Inverted Pyramid
Depth of Processing
Signal- to- Noise Ratio
Halo Effect
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Uniform Connectedness
Development Cycle
Attractiveness Bias
45. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Confirmation
Weakest Link
Defensible Space
Face- ism Ratio
46. 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
Hierarchy
Forgiveness
Common Fate
Pygmalion Effect
47. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Hick's Law
Form Follows Function
Law of Pragnanz
Pygmalion Effect
48. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Scaling Fallacy
Modularity
Interference Effects
Structural Forms
49. 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?)
Face- ism Ratio
Pygmalion Effect
Cost-Benefit
Closure
50. 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.
Inverted Pyramid
Flexibility-Usability Tradeoff
Attractiveness Bias
Feedback Loop