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. An original model on which something is patterned
Archetype
Mental Model
Ockham's Razor
Control
2. 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.
Fibonacci Sequence
Savanna Preference
Von Restorff Effect
Depth of Processing
3. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Development Cycle
Maslow's Hierarchy of Needs
Waist to Hip Ratio
Exposure Effect
4. A tendency to see objects and patterns as 3D when certain visual cues are present.
Gutenberg Diagram
Five Hat Racks
Prospect-Refuge
Three- Dimensional Projection
5. A method of limiting the actions that can be performed on a system.
Baby-Face Bias
Constraint
Proximity
Uncertainty Principle
6. A sequence of numbers in which each number is the sum of the preceding two.
Figure-Ground Relationship
Fibonacci Sequence
Expectation Effect
Chunking
7. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Exposure Effect
Archetype
Forgiveness
Figure-Ground Relationship
8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Gutenberg Diagram
Scaling Fallacy
Face- ism Ratio
9. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Orientation Sensitivity
Five Hat Racks
Form Follows Function
Law of Pragnanz
10. An attribute of an object that allows people to intuitively know how to use it
Attractiveness Bias
Halo Effect
Affordance
Mnemonic Device
11. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Performance Load
Readability
Mapping
12. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Picture Superiority Effect
Framing
Constraint
13. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Progressive Disclosure
Similarity
Satisficing
Affordance
14. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Waist to Hip Ratio
Classical Conditioning
Affordance
15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Fibonacci Sequence
Inverted Pyramid
Golden Ratio
Exposure Effect
16. Memory for recognizing things is better than memory for recalling things.
Visibility
Recognition over recall
Interference Effects
Halo Effect
17. 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
Mental Model
Similarity
80/20 Rule
18. 80% of the effects generated by any large system are caused by 20% of the variables.
Demand Characteristics
80/20 Rule
Defensible Space
Top- Down Lighting Bias
19. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mnemonic Device
Alignment
Structural Forms
Picture Superiority Effect
20. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
21. Pictures are remembered better than words.
Picture Superiority Effect
Rosenthal Effect
Recognition over recall
Mnemonic Device
22. A technique that influences decision making and judgement by manipulating the way information is presented.
Figure-Ground Relationship
Framing
Wayfinding
Rosenthal Effect
23. 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
Errors
Attractiveness Bias
Uniform Connectedness
24. The usability of a system is improved when similar parts are expressed in similar ways.
Fibonacci Sequence
Consistency
Five Hat Racks
Face- ism Ratio
25. People understand and interact with systems and environments based on mental representations developed from experience.
Law of Pragnanz
Demand Characteristics
Von Restorff Effect
Mental Model
26. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Halo Effect
Iconic Representation
Mimicry
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Attractiveness Bias
Closure
Accessibility
Prototyping
28. 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
29. A technique for bringing attention to an area of text or image.
Highlighting
Pygmalion Effect
Errors
Scaling Fallacy
30. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Attractiveness Bias
Shaping
Weakest Link
Golden Ratio
31. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Progressive Disclosure
Signal- to- Noise Ratio
Storytelling
Errors
32. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Golden Ratio
Layering
80/20 Rule
Serial Position Effects
33. 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
Classical Conditioning
Immersion
Operant Conditioning
Common Fate
34. An action or ommission of action yielding an unintended result.
Similarity
Errors
Operant Conditioning
Placebo effect
35. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Similarity
Life Cycle
Framing
Legibility
36. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Feedback Loop
Law of Pragnanz
Defensible Space
Face- ism Ratio
37. A process in which similar characteristics evolve independently in multiple systems.
Signal- to- Noise Ratio
Interference Effects
Convergence
Uncertainty Principle
38. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Shaping
Von Restorff Effect
Entry Point
Development Cycle
39. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Legibility
Recognition over recall
Wayfinding
40. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Shaping
Control
Storytelling
Mimicry
41. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Savanna Preference
Hierarchy
Recognition over recall
Uncertainty Principle
42. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Uncertainty Principle
Ockham's Razor
Rule of Thirds
43. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Satisficing
Wayfinding
Mental Model
Interference Effects
44. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Highlighting
Progressive Disclosure
Satisficing
Entry Point
45. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Highlighting
Satisficing
Garbage In - Garbage Out
Gutenberg Diagram
46. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Iconic Representation
Picture Superiority Effect
Attractiveness Bias
47. 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.
Orientation Sensitivity
Framing
Ockham's Razor
Feedback Loop
48. 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
Symmetry
Cost-Benefit
Self- similarity
49. A property of visual equivalence among elements in a form.
Symmetry
Chunking
Forgiveness
Comparison
50. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Affordance
Structural Forms
Classical Conditioning
Constancy