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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. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Comparison
Halo Effect
Signal- to- Noise Ratio
Development Cycle
2. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Gutenberg Diagram
Five Hat Racks
Signal- to- Noise Ratio
Confirmation
3. Memory for recognizing things is better than memory for recalling things.
Proximity
Recognition over recall
Redundancy
Framing
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Pygmalion Effect
Hick's Law
Feedback Loop
5. 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
Affordance
Gutenberg Diagram
Development Cycle
6. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Uncertainty Principle
Weakest Link
Depth of Processing
Modularity
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
Progressive Disclosure
Mimicry
Waist to Hip Ratio
8. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Serial Position Effects
Expectation Effect
Satisficing
Von Restorff Effect
9. An attribute of an object that allows people to intuitively know how to use it
Affordance
Baby-Face Bias
Five Hat Racks
Exposure Effect
10. 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
Prototyping
Common Fate
11. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Signal- to- Noise Ratio
Defensible Space
Normal Distribution
Maslow's Hierarchy of Needs
12. The quality of system output is dependent on the quality of system input.
Halo Effect
Garbage In - Garbage Out
Performance Load
Immersion
13. An action or ommission of action yielding an unintended result.
Garbage In - Garbage Out
Errors
Closure
Scaling Fallacy
14. A property of visual equivalence among elements in a form.
Weakest Link
Symmetry
Von Restorff Effect
Defensible Space
15. 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.
Baby-Face Bias
Iteration
Chunking
Halo Effect
16. A tendency to see objects and patterns as 3D when certain visual cues are present.
Structural Forms
Face- ism Ratio
Factor of Safety
Three- Dimensional Projection
17. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Mapping
Waist to Hip Ratio
Expectation Effect
18. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Three- Dimensional Projection
Constancy
Interference Effects
Layering
19. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Rosenthal Effect
Figure-Ground Relationship
Savanna Preference
Uniform Connectedness
20. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
80/20 Rule
Hick's Law
Entry Point
21. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Performance vs. Preference
Gutenberg Diagram
Satisficing
Rule of Thirds
22. 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
Similarity
Prototyping
Common Fate
Forgiveness
23. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Savanna Preference
Rosenthal Effect
Shaping
24. Patients experience treatment effects based on their belief that a treatment will work.
Law of Pragnanz
Placebo effect
Affordance
Performance Load
25. A process of repeating a set of operation until a specific result is achieved.
Most Average Facial Appearance Effect
Storytelling
Rule of Thirds
Iteration
26. As the flexiblity of a system increases - its usability decreases.
Modularity
Factor of Safety
Von Restorff Effect
Flexibility-Usability Tradeoff
27. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Redundancy
Legibility
Development Cycle
Three- Dimensional Projection
28. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Self- similarity
Picture Superiority Effect
Hawthorne Effect
29. 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.)
80/20 Rule
Performance Load
Readability
Expectation Effect
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
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31. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Hierarchy
Recognition over recall
Immersion
Fibonacci Sequence
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
80/20 Rule
Iconic Representation
Accessibility
33. Elements that are close together are percieved to be more related than elements that are farther apart.
Errors
Proximity
Factor of Safety
Pygmalion Effect
34. The usability of a system is improved when its status and methods of use are clearly visible.
Life Cycle
Visibility
Von Restorff Effect
Factor of Safety
35. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Hierarchy of Needs (Design)
Legibility
Scaling Fallacy
36. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Prospect-Refuge
Savanna Preference
Mnemonic Device
Interference Effects
37. The time required to move to a target is a function of the target size and distance to the target.
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38. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Good Continuation
Uncertainty Principle
Gutenberg Diagram
39. The use of pictorial images to improve the recognition and recall of signs and controls.
Rosenthal Effect
Iconic Representation
Cognitive Dissonance
Life Cycle
40. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Flexibility-Usability Tradeoff
Cognitive Dissonance
Threat detection
Golden Ratio
41. 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.
Law of Pragnanz
Normal Distribution
Mapping
Constraint
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Signal- to- Noise Ratio
Modularity
Readability
Von Restorff Effect
43. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Rule of Thirds
Rosenthal Effect
Fitts' Law
44. Teachers treat students differently based on their expectations of how students will perform.
Immersion
Entry Point
Rosenthal Effect
Pygmalion Effect
45. 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
Confirmation
Archetype
Halo Effect
46. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Modularity
Normal Distribution
Symmetry
47. Pictures are remembered better than words.
Law of Pragnanz
Picture Superiority Effect
Convergence
Storytelling
48. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Mental Model
Face- ism Ratio
Weakest Link
Golden Ratio
49. A technique for bringing attention to an area of text or image.
Fibonacci Sequence
Golden Ratio
Uniform Connectedness
Highlighting
50. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Defensible Space
Savanna Preference
Comparison
Mimicry