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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. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Self- similarity
Uncertainty Principle
Constraint
2. 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
Inverted Pyramid
Constraint
Von Restorff Effect
3. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Readability
Good Continuation
Hierarchy
Shaping
4. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Uncertainty Principle
Ockham's Razor
Mimicry
Modularity
5. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Halo Effect
Accessibility
Consistency
Attractiveness Bias
6. 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.
Waist to Hip Ratio
Control
Entry Point
Comparison
7. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Mapping
Common Fate
Halo Effect
Signal- to- Noise Ratio
8. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Affordance
Confirmation
Demand Characteristics
Symmetry
9. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Picture Superiority Effect
Comparison
Modularity
Threat detection
10. A process of repeating a set of operation until a specific result is achieved.
Feedback Loop
Von Restorff Effect
Iteration
Five Hat Racks
11. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Fibonacci Sequence
Forgiveness
Serial Position Effects
12. An action or ommission of action yielding an unintended result.
Convergence
Errors
80/20 Rule
Hierarchy
13. 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.
Prototyping
Proximity
Good Continuation
Hierarchy of Needs (Design)
14. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Recognition over recall
Storytelling
Development Cycle
Law of Pragnanz
15. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Fitts' Law
Exposure Effect
Performance Load
Three- Dimensional Projection
16. 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?)
Storytelling
Cognitive Dissonance
Cost-Benefit
Defensible Space
17. A sequence of numbers in which each number is the sum of the preceding two.
Visibility
Fibonacci Sequence
Garbage In - Garbage Out
Accessibility
18. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Legibility
Control
Defensible Space
Normal Distribution
19. The usability of a system is improved when its status and methods of use are clearly visible.
80/20 Rule
Visibility
Weakest Link
Errors
20. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Progressive Disclosure
Inverted Pyramid
Depth of Processing
Figure-Ground Relationship
21. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Convergence
Life Cycle
Serial Position Effects
22. 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.
Hierarchy of Needs (Design)
Placebo effect
Depth of Processing
Savanna Preference
23. A ratio within the elements of a form - such as height to width - approximating 0.618.
Chunking
Weakest Link
Golden Ratio
Mental Model
24. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Top- Down Lighting Bias
Waist to Hip Ratio
Five Hat Racks
Modularity
25. The process of using spatial and environmental information to navigate to a destination.
Operant Conditioning
Wayfinding
Golden Ratio
Chunking
26. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Errors
Face- ism Ratio
Golden Ratio
Picture Superiority Effect
27. 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
Storytelling
Garbage In - Garbage Out
Convergence
28. An original model on which something is patterned
Entry Point
Garbage In - Garbage Out
Archetype
Ockham's Razor
29. 80% of the effects generated by any large system are caused by 20% of the variables.
Entry Point
80/20 Rule
Hierarchy
Von Restorff Effect
30. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Comparison
Affordance
Similarity
31. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Self- similarity
Orientation Sensitivity
Serial Position Effects
32. A technique that influences decision making and judgement by manipulating the way information is presented.
Baby-Face Bias
Similarity
Framing
Convergence
33. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Depth of Processing
Cost-Benefit
Uniform Connectedness
Immersion
34. 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
Three- Dimensional Projection
Threat detection
Modularity
Common Fate
35. The debgree to which prose can be understood - based on the complexity of words and sentences.
Orientation Sensitivity
Demand Characteristics
Signal- to- Noise Ratio
Readability
36. A property of visual equivalence among elements in a form.
Uncertainty Principle
Symmetry
Forgiveness
Pygmalion Effect
37. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Self- similarity
Mimicry
Performance vs. Preference
Convergence
38. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Expectation Effect
Rule of Thirds
Depth of Processing
Most Average Facial Appearance Effect
39. Elements that are similar are perceived to be more related than elements that are dissimilar.
Von Restorff Effect
Entry Point
Similarity
Cost-Benefit
40. Given a choice between functionally equivalent designs - the simplest design should be selected.
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41. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Structural Forms
Placebo effect
Uncertainty Principle
Shaping
42. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Redundancy
Good Continuation
Iteration
43. The time required to move to a target is a function of the target size and distance to the target.
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44. 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.
Closure
Redundancy
Hierarchy of Needs (Design)
Satisficing
45. An attribute of an object that allows people to intuitively know how to use it
Hierarchy
Affordance
Five Hat Racks
Flexibility-Usability Tradeoff
46. Patients experience treatment effects based on their belief that a treatment will work.
Progressive Disclosure
Weakest Link
Classical Conditioning
Placebo effect
47. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Uniform Connectedness
Comparison
Life Cycle
48. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Orientation Sensitivity
Archetype
80/20 Rule
Mnemonic Device
49. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Figure-Ground Relationship
Mimicry
Legibility
50. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Uncertainty Principle
Performance Load
Signal- to- Noise Ratio