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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 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
Redundancy
Attractiveness Bias
Alignment
2. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Convergence
Confirmation
Von Restorff Effect
Figure-Ground Relationship
3. An attribute of an object that allows people to intuitively know how to use it
Closure
Affordance
Framing
Mimicry
4. Given a choice between functionally equivalent designs - the simplest design should be selected.
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5. 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)
Exposure Effect
Weakest Link
Good Continuation
6. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Uniform Connectedness
Law of Pragnanz
Control
Baby-Face Bias
7. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Form Follows Function
Legibility
Savanna Preference
Common Fate
8. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Control
Fibonacci Sequence
Self- similarity
9. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Rule of Thirds
Uniform Connectedness
Constraint
Symmetry
10. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Structural Forms
80/20 Rule
Serial Position Effects
11. An action or ommission of action yielding an unintended result.
Affordance
Structural Forms
Feedback Loop
Errors
12. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Performance vs. Preference
Maslow's Hierarchy of Needs
Closure
13. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Gutenberg Diagram
Iconic Representation
Storytelling
Inverted Pyramid
14. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Closure
Hawthorne Effect
Face- ism Ratio
15. Teachers treat students differently based on their expectations of how students will perform.
Hierarchy of Needs (Design)
Serial Position Effects
Layering
Rosenthal Effect
16. The time it takes to make a decision increases as the number of alternatives increases.
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17. A ratio within the elements of a form - such as height to width - approximating 0.618.
Storytelling
Consistency
Halo Effect
Golden Ratio
18. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Consistency
Convergence
Savanna Preference
Exposure Effect
19. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Progressive Disclosure
Maslow's Hierarchy of Needs
Redundancy
20. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Performance Load
Control
Five Hat Racks
Weakest Link
21. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Alignment
Chunking
Defensible Space
Von Restorff Effect
22. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Iconic Representation
Satisficing
Hierarchy
Ockham's Razor
23. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Law of Pragnanz
Orientation Sensitivity
Prospect-Refuge
Development Cycle
24. The tendency for people to perform better or worse based on the expectations of another.
Good Continuation
Garbage In - Garbage Out
Pygmalion Effect
Satisficing
25. The time required to move to a target is a function of the target size and distance to the target.
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26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Alignment
Errors
Five Hat Racks
27. 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
Uniform Connectedness
Visibility
Prospect-Refuge
28. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Uncertainty Principle
Von Restorff Effect
Cognitive Dissonance
Depth of Processing
29. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Hick's Law
Hawthorne Effect
Mimicry
Face- ism Ratio
30. People tend to prefer savanna- like environments to other types of environments. Open areas - scattered trees - water - and uniform grassiness rather than other natural environments such as desert - jungle - and complex mtns.
Comparison
Performance vs. Preference
Savanna Preference
Visibility
31. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Fibonacci Sequence
Readability
Immersion
Closure
32. The process of using spatial and environmental information to navigate to a destination.
Shaping
Wayfinding
Legibility
Iconic Representation
33. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Pygmalion Effect
Orientation Sensitivity
Expectation Effect
Control
34. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Symmetry
Consistency
Ockham's Razor
35. Pictures are remembered better than words.
Legibility
Prototyping
Picture Superiority Effect
Wayfinding
36. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Pygmalion Effect
Hierarchy
Operant Conditioning
Modularity
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Convergence
Affordance
Weakest Link
Maslow's Hierarchy of Needs
38. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Convergence
Picture Superiority Effect
Fitts' Law
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.
Visibility
Immersion
Recognition over recall
Self- similarity
40. A sequence of numbers in which each number is the sum of the preceding two.
Feedback Loop
Rosenthal Effect
Top- Down Lighting Bias
Fibonacci Sequence
41. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Feedback Loop
Inverted Pyramid
Structural Forms
Placebo effect
42. 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
80/20 Rule
Similarity
Fitts' Law
43. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Garbage In - Garbage Out
Inverted Pyramid
Hick's Law
Fibonacci Sequence
44. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Expectation Effect
Constancy
Scaling Fallacy
Consistency
45. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Fibonacci Sequence
Maslow's Hierarchy of Needs
Mapping
Life Cycle
46. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Accessibility
Most Average Facial Appearance Effect
Pygmalion Effect
Classical Conditioning
47. The debgree to which prose can be understood - based on the complexity of words and sentences.
Inverted Pyramid
Readability
Waist to Hip Ratio
Gutenberg Diagram
48. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Hierarchy
Figure-Ground Relationship
Face- ism Ratio
Framing
49. 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.
Convergence
Waist to Hip Ratio
Redundancy
Constancy
50. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Immersion
Fitts' Law
Cognitive Dissonance
Placebo effect