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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 method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Performance vs. Preference
Ockham's Razor
Modularity
Demand Characteristics
2. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Threat detection
Face- ism Ratio
Placebo effect
3. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Highlighting
Consistency
Closure
Figure-Ground Relationship
4. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Garbage In - Garbage Out
Picture Superiority Effect
Threat detection
Law of Pragnanz
5. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Common Fate
Savanna Preference
Hierarchy
Visibility
6. 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
Maslow's Hierarchy of Needs
Forgiveness
Garbage In - Garbage Out
Common Fate
7. 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
Cognitive Dissonance
Storytelling
Maslow's Hierarchy of Needs
8. The usability of a system is improved when its status and methods of use are clearly visible.
Shaping
80/20 Rule
Self- similarity
Visibility
9. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Fitts' Law
Development Cycle
Flexibility-Usability Tradeoff
Prospect-Refuge
10. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Rosenthal Effect
Pygmalion Effect
Scaling Fallacy
Attractiveness Bias
11. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Recognition over recall
Five Hat Racks
Hick's Law
Maslow's Hierarchy of Needs
12. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Figure-Ground Relationship
Life Cycle
Convergence
Constraint
13. A technique for bringing attention to an area of text or image.
Highlighting
Serial Position Effects
Affordance
Ockham's Razor
14. A process in which similar characteristics evolve independently in multiple systems.
Storytelling
Savanna Preference
Golden Ratio
Convergence
15. 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.
Fitts' Law
Mapping
Maslow's Hierarchy of Needs
Good Continuation
16. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Defensible Space
Cost-Benefit
Mapping
17. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Satisficing
Accessibility
Shaping
Von Restorff Effect
18. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Iteration
Fibonacci Sequence
Uncertainty Principle
Satisficing
19. The relative ease with which a destination - idea - or concept may be reached.
Fibonacci Sequence
Baby-Face Bias
Forgiveness
Accessibility
20. A property of visual equivalence among elements in a form.
Threat detection
Fitts' Law
Hawthorne Effect
Symmetry
21. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Storytelling
Face- ism Ratio
Interference Effects
Garbage In - Garbage Out
22. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Highlighting
Control
Layering
Common Fate
23. An action or ommission of action yielding an unintended result.
Archetype
Progressive Disclosure
Layering
Errors
24. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Iteration
Classical Conditioning
Golden Ratio
Depth of Processing
25. 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.
Inverted Pyramid
Chunking
Satisficing
Self- similarity
26. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Three- Dimensional Projection
Classical Conditioning
Scaling Fallacy
27. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Hick's Law
Uniform Connectedness
Flexibility-Usability Tradeoff
Rule of Thirds
28. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Defensible Space
Most Average Facial Appearance Effect
Face- ism Ratio
29. As the flexiblity of a system increases - its usability decreases.
Errors
Structural Forms
Flexibility-Usability Tradeoff
Figure-Ground Relationship
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Good Continuation
Weakest Link
Fitts' Law
Constancy
31. Patients experience treatment effects based on their belief that a treatment will work.
Comparison
Performance Load
Placebo effect
Waist to Hip Ratio
32. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Garbage In - Garbage Out
Symmetry
Control
Threat detection
33. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Similarity
Gutenberg Diagram
Proximity
34. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Affordance
Demand Characteristics
Storytelling
Law of Pragnanz
35. The tendency for people to perform better or worse based on the expectations of another.
Fitts' Law
Signal- to- Noise Ratio
Face- ism Ratio
Pygmalion Effect
36. People understand and interact with systems and environments based on mental representations developed from experience.
Uniform Connectedness
Figure-Ground Relationship
Mental Model
Operant Conditioning
37. 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.
Good Continuation
Modularity
Signal- to- Noise Ratio
Consistency
38. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Signal- to- Noise Ratio
Classical Conditioning
Affordance
Shaping
39. 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.
Serial Position Effects
Mental Model
Von Restorff Effect
Convergence
40. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Mimicry
Uniform Connectedness
Modularity
Hierarchy
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
80/20 Rule
Mimicry
Recognition over recall
Picture Superiority Effect
42. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Golden Ratio
Uncertainty Principle
Comparison
Ockham's Razor
43. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Uncertainty Principle
Most Average Facial Appearance Effect
Progressive Disclosure
44. Pictures are remembered better than words.
Picture Superiority Effect
Affordance
Placebo effect
Iteration
45. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Modularity
Framing
Structural Forms
Immersion
46. The time required to move to a target is a function of the target size and distance to the target.
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47. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Mental Model
Performance Load
Scaling Fallacy
Chunking
48. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Readability
Progressive Disclosure
Chunking
Wayfinding
49. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Three- Dimensional Projection
Performance Load
Serial Position Effects
50. 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
Mental Model
Face- ism Ratio
Cognitive Dissonance