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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 technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Satisficing
Classical Conditioning
Consistency
Operant Conditioning
2. 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?)
Pygmalion Effect
Figure-Ground Relationship
Cost-Benefit
Life Cycle
3. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Rule of Thirds
Operant Conditioning
Legibility
Threat detection
4. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Performance vs. Preference
Factor of Safety
Feedback Loop
Legibility
5. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Serial Position Effects
Consistency
80/20 Rule
Performance vs. Preference
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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7. 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
Comparison
Von Restorff Effect
Life Cycle
8. 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
Common Fate
Flexibility-Usability Tradeoff
Savanna Preference
Golden Ratio
9. A process of repeating a set of operation until a specific result is achieved.
80/20 Rule
Redundancy
Iteration
Chunking
10. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Satisficing
Factor of Safety
Chunking
Prospect-Refuge
11. An action or ommission of action yielding an unintended result.
Maslow's Hierarchy of Needs
Attractiveness Bias
Errors
Feedback Loop
12. The relative ease with which a destination - idea - or concept may be reached.
Alignment
Accessibility
Symmetry
Progressive Disclosure
13. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
80/20 Rule
Comparison
Uncertainty Principle
Redundancy
14. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Law of Pragnanz
Pygmalion Effect
Shaping
Mental Model
15. 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
Rosenthal Effect
Alignment
Most Average Facial Appearance Effect
16. 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.
Constraint
Feedback Loop
Redundancy
Progressive Disclosure
17. 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
Highlighting
Rule of Thirds
Uniform Connectedness
18. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Uncertainty Principle
Depth of Processing
Orientation Sensitivity
19. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Uncertainty Principle
Attractiveness Bias
Redundancy
Affordance
20. The time it takes to make a decision increases as the number of alternatives increases.
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21. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Face- ism Ratio
Progressive Disclosure
Five Hat Racks
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
Demand Characteristics
Ockham's Razor
23. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Recognition over recall
Chunking
Performance Load
Mnemonic Device
24. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Uncertainty Principle
Comparison
Hierarchy
25. The usability of a system is improved when similar parts are expressed in similar ways.
Interference Effects
Consistency
Mimicry
Errors
26. Pictures are remembered better than words.
Picture Superiority Effect
Highlighting
Symmetry
Forgiveness
27. As the flexiblity of a system increases - its usability decreases.
Structural Forms
Flexibility-Usability Tradeoff
Savanna Preference
Comparison
28. 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
Development Cycle
Halo Effect
Readability
29. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Legibility
Confirmation
Alignment
Progressive Disclosure
30. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Signal- to- Noise Ratio
Self- similarity
Performance vs. Preference
31. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Mnemonic Device
Defensible Space
Performance Load
Garbage In - Garbage Out
32. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Cost-Benefit
Rosenthal Effect
Life Cycle
Immersion
33. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Gutenberg Diagram
Uniform Connectedness
Face- ism Ratio
Performance Load
34. The tendency for people to perform better or worse based on the expectations of another.
Serial Position Effects
Progressive Disclosure
Pygmalion Effect
Highlighting
35. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Top- Down Lighting Bias
Demand Characteristics
Inverted Pyramid
Baby-Face Bias
36. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Errors
Performance vs. Preference
Constancy
Attractiveness Bias
37. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Savanna Preference
Three- Dimensional Projection
Closure
Threat detection
38. The debgree to which prose can be understood - based on the complexity of words and sentences.
80/20 Rule
Proximity
Readability
Serial Position Effects
39. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Progressive Disclosure
Operant Conditioning
Mimicry
Hierarchy
40. An attribute of an object that allows people to intuitively know how to use it
Three- Dimensional Projection
Modularity
Affordance
Inverted Pyramid
41. The time required to move to a target is a function of the target size and distance to the target.
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42. Patients experience treatment effects based on their belief that a treatment will work.
Archetype
Mnemonic Device
Placebo effect
Iconic Representation
43. 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
Proximity
Framing
Five Hat Racks
44. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Defensible Space
Fibonacci Sequence
Picture Superiority Effect
45. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Shaping
Normal Distribution
Halo Effect
46. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Exposure Effect
Redundancy
Three- Dimensional Projection
Cognitive Dissonance
47. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Waist to Hip Ratio
Mapping
Flexibility-Usability Tradeoff
Satisficing
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.
Maslow's Hierarchy of Needs
Law of Pragnanz
Recognition over recall
Structural Forms
49. Given a choice between functionally equivalent designs - the simplest design should be selected.
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50. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Rule of Thirds
Flexibility-Usability Tradeoff
Classical Conditioning
Attractiveness Bias