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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 property of visual equivalence among elements in a form.
Symmetry
Classical Conditioning
Figure-Ground Relationship
Waist to Hip Ratio
2. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Factor of Safety
Demand Characteristics
Threat detection
Closure
3. The debgree to which prose can be understood - based on the complexity of words and sentences.
Performance vs. Preference
Readability
Iteration
Good Continuation
4. 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.
Feedback Loop
Savanna Preference
Weakest Link
Similarity
5. The process of using spatial and environmental information to navigate to a destination.
Golden Ratio
Wayfinding
Visibility
Weakest Link
6. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Entry Point
Fitts' Law
Chunking
Mimicry
7. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Iconic Representation
Immersion
80/20 Rule
Weakest Link
8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Rosenthal Effect
Iconic Representation
Ockham's Razor
Legibility
9. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Factor of Safety
Top- Down Lighting Bias
Immersion
Prospect-Refuge
10. Teachers treat students differently based on their expectations of how students will perform.
Shaping
Inverted Pyramid
Rosenthal Effect
Mnemonic Device
11. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Cognitive Dissonance
Layering
Five Hat Racks
12. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Errors
Entry Point
Constraint
Waist to Hip Ratio
13. The tendency for people to behave differently when they know they are being studied
Feedback Loop
Serial Position Effects
Hierarchy of Needs (Design)
Hawthorne Effect
14. Elements that are close together are percieved to be more related than elements that are farther apart.
Alignment
Proximity
Expectation Effect
Face- ism Ratio
15. The tendency for people to perform better or worse based on the expectations of another.
Depth of Processing
Convergence
Performance vs. Preference
Pygmalion Effect
16. Elements that are similar are perceived to be more related than elements that are dissimilar.
Errors
Similarity
Life Cycle
Symmetry
17. People understand and interact with systems and environments based on mental representations developed from experience.
Cost-Benefit
Prospect-Refuge
Cognitive Dissonance
Mental Model
18. An original model on which something is patterned
Comparison
Archetype
Demand Characteristics
Highlighting
19. The use of pictorial images to improve the recognition and recall of signs and controls.
Rosenthal Effect
Iteration
Iconic Representation
Fitts' Law
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Feedback Loop
Constraint
Prospect-Refuge
Mental Model
21. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Constraint
Common Fate
Confirmation
Hierarchy of Needs (Design)
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Visibility
Gutenberg Diagram
Confirmation
Progressive Disclosure
23. 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.
Expectation Effect
Alignment
Mapping
Hierarchy of Needs (Design)
24. An attribute of an object that allows people to intuitively know how to use it
Hierarchy of Needs (Design)
Affordance
Constancy
Iteration
25. A technique that influences decision making and judgement by manipulating the way information is presented.
Cognitive Dissonance
Redundancy
Framing
Five Hat Racks
26. 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)
Accessibility
Hawthorne Effect
Weakest Link
Scaling Fallacy
27. 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.
Convergence
Mapping
Redundancy
Normal Distribution
28. A method of limiting the actions that can be performed on a system.
Ockham's Razor
Symmetry
Constraint
Five Hat Racks
29. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Classical Conditioning
Archetype
Form Follows Function
Threat detection
30. The usability of a system is improved when similar parts are expressed in similar ways.
Attractiveness Bias
Consistency
Fibonacci Sequence
Affordance
31. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Fibonacci Sequence
Progressive Disclosure
Life Cycle
Interference Effects
32. Patients experience treatment effects based on their belief that a treatment will work.
Forgiveness
Flexibility-Usability Tradeoff
Placebo effect
Good Continuation
33. The time required to move to a target is a function of the target size and distance to the target.
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34. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Defensible Space
Scaling Fallacy
Uniform Connectedness
35. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Performance Load
Maslow's Hierarchy of Needs
Golden Ratio
Forgiveness
36. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Waist to Hip Ratio
Proximity
Face- ism Ratio
Similarity
37. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Depth of Processing
Constancy
Progressive Disclosure
38. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Rule of Thirds
Uncertainty Principle
Von Restorff Effect
39. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Hierarchy of Needs (Design)
Feedback Loop
Interference Effects
Development Cycle
40. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Progressive Disclosure
Classical Conditioning
Golden Ratio
41. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hierarchy of Needs (Design)
Defensible Space
80/20 Rule
Constancy
42. An action or ommission of action yielding an unintended result.
Weakest Link
Errors
Figure-Ground Relationship
Convergence
43. The time it takes to make a decision increases as the number of alternatives increases.
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44. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
80/20 Rule
Mnemonic Device
Attractiveness Bias
Errors
45. A sequence of numbers in which each number is the sum of the preceding two.
Alignment
Highlighting
Fibonacci Sequence
Serial Position Effects
46. 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
Constancy
Iconic Representation
Common Fate
Orientation Sensitivity
47. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Framing
Modularity
Threat detection
Interference Effects
48. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Picture Superiority Effect
Uniform Connectedness
80/20 Rule
Chunking
49. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Layering
80/20 Rule
Hick's Law
Halo Effect
50. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Prototyping
Most Average Facial Appearance Effect
Form Follows Function
Pygmalion Effect