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 technique for bringing attention to an area of text or image.
Highlighting
Prototyping
Expectation Effect
Law of Pragnanz
2. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hawthorne Effect
Feedback Loop
Inverted Pyramid
Placebo effect
3. 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.
Waist to Hip Ratio
Mapping
Prospect-Refuge
Baby-Face Bias
4. Memory for recognizing things is better than memory for recalling things.
Modularity
Recognition over recall
Defensible Space
Figure-Ground Relationship
5. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Immersion
Mnemonic Device
Gutenberg Diagram
Most Average Facial Appearance Effect
6. 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
7. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Fitts' Law
Signal- to- Noise Ratio
Cost-Benefit
Proximity
8. 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
Life Cycle
Hierarchy of Needs (Design)
Performance vs. Preference
9. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Hick's Law
Development Cycle
Entry Point
Legibility
10. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Gutenberg Diagram
Development Cycle
Shaping
Von Restorff Effect
11. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Golden Ratio
Feedback Loop
Readability
Confirmation
12. 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.
Picture Superiority Effect
Constancy
Waist to Hip Ratio
Expectation Effect
13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Performance Load
Orientation Sensitivity
Legibility
14. 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
Visibility
Defensible Space
Rosenthal Effect
15. A method of limiting the actions that can be performed on a system.
Orientation Sensitivity
Serial Position Effects
Constraint
Immersion
16. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Constancy
Closure
Mimicry
Baby-Face Bias
17. Elements that are similar are perceived to be more related than elements that are dissimilar.
Hierarchy of Needs (Design)
Similarity
Constancy
Proximity
18. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Modularity
Highlighting
Alignment
19. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Similarity
Scaling Fallacy
Signal- to- Noise Ratio
20. The time required to move to a target is a function of the target size and distance to the target.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
21. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Iconic Representation
Entry Point
Normal Distribution
Shaping
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Consistency
Closure
Gutenberg Diagram
Depth of Processing
23. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Self- similarity
Constancy
Archetype
24. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Convergence
Garbage In - Garbage Out
Layering
25. An attribute of an object that allows people to intuitively know how to use it
Constancy
Fitts' Law
Depth of Processing
Affordance
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Normal Distribution
Uncertainty Principle
Defensible Space
Figure-Ground Relationship
27. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Mnemonic Device
Development Cycle
Hierarchy
Three- Dimensional Projection
28. The quality of system output is dependent on the quality of system input.
Hierarchy
Garbage In - Garbage Out
Top- Down Lighting Bias
Wayfinding
29. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Entry Point
Common Fate
Classical Conditioning
30. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Golden Ratio
Garbage In - Garbage Out
Prototyping
31. A property in which a form is made up of parts similar to the whole or to one another.
Storytelling
Symmetry
Structural Forms
Self- similarity
32. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Uniform Connectedness
Good Continuation
Prospect-Refuge
Highlighting
33. 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
Attractiveness Bias
Hierarchy of Needs (Design)
Forgiveness
34. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Self- similarity
Law of Pragnanz
Archetype
35. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Similarity
Highlighting
Development Cycle
Proximity
36. 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
Iteration
Face- ism Ratio
Hawthorne Effect
37. Pictures are remembered better than words.
Picture Superiority Effect
Self- similarity
Von Restorff Effect
Defensible Space
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Garbage In - Garbage Out
Signal- to- Noise Ratio
Fitts' Law
Satisficing
39. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Archetype
Serial Position Effects
Rosenthal Effect
Immersion
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Performance vs. Preference
Waist to Hip Ratio
Exposure Effect
Archetype
41. 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?)
Most Average Facial Appearance Effect
Errors
Cost-Benefit
Form Follows Function
42. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Factor of Safety
Cognitive Dissonance
Convergence
Three- Dimensional Projection
43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Placebo effect
Law of Pragnanz
Redundancy
Self- similarity
44. 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
Development Cycle
Common Fate
Top- Down Lighting Bias
Rosenthal Effect
45. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Redundancy
Savanna Preference
Von Restorff Effect
Proximity
46. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Consistency
Figure-Ground Relationship
Threat detection
Von Restorff Effect
47. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Interference Effects
Form Follows Function
Layering
48. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Errors
Picture Superiority Effect
Performance Load
Forgiveness
49. An action or ommission of action yielding an unintended result.
Baby-Face Bias
Pygmalion Effect
Maslow's Hierarchy of Needs
Errors
50. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Framing
Legibility
Halo Effect
Top- Down Lighting Bias