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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 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
Mnemonic Device
Hick's Law
Cost-Benefit
2. An original model on which something is patterned
Cost-Benefit
Rule of Thirds
Archetype
Three- Dimensional Projection
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mimicry
Top- Down Lighting Bias
Alignment
Convergence
4. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Ockham's Razor
Wayfinding
Pygmalion Effect
Halo Effect
5. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Layering
Storytelling
Uncertainty Principle
Exposure Effect
6. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Mnemonic Device
Closure
Law of Pragnanz
Five Hat Racks
7. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Waist to Hip Ratio
Structural Forms
Closure
Face- ism Ratio
8. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Constraint
Life Cycle
Factor of Safety
Threat detection
9. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Performance Load
Layering
Wayfinding
10. 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?)
Rule of Thirds
Redundancy
Uncertainty Principle
Cost-Benefit
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Pygmalion Effect
Savanna Preference
Forgiveness
Cost-Benefit
12. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Baby-Face Bias
Layering
Confirmation
Satisficing
13. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Framing
Maslow's Hierarchy of Needs
Cognitive Dissonance
Mental Model
14. The time required to move to a target is a function of the target size and distance to the target.
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15. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Defensible Space
Baby-Face Bias
Weakest Link
Hierarchy
16. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Baby-Face Bias
80/20 Rule
Threat detection
Performance Load
17. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Uncertainty Principle
Development Cycle
80/20 Rule
18. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Demand Characteristics
Placebo effect
Constancy
Performance vs. Preference
19. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Baby-Face Bias
Readability
Normal Distribution
Von Restorff Effect
20. A property in which a form is made up of parts similar to the whole or to one another.
Prototyping
Self- similarity
Cognitive Dissonance
Consistency
21. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Savanna Preference
Control
Accessibility
Storytelling
22. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Flexibility-Usability Tradeoff
Layering
Mnemonic Device
23. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Control
Exposure Effect
Flexibility-Usability Tradeoff
Von Restorff Effect
24. 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
Factor of Safety
Confirmation
Interference Effects
25. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Attractiveness Bias
Feedback Loop
Symmetry
26. 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.
Hick's Law
Waist to Hip Ratio
Law of Pragnanz
Good Continuation
27. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Rule of Thirds
Signal- to- Noise Ratio
Proximity
Redundancy
28. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Interference Effects
Form Follows Function
Halo Effect
29. 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.
Flexibility-Usability Tradeoff
Control
Redundancy
Chunking
30. 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.
Depth of Processing
Mimicry
Redundancy
Mental Model
31. The tendency for people to perform better or worse based on the expectations of another.
Baby-Face Bias
Development Cycle
Mapping
Pygmalion Effect
32. Given a choice between functionally equivalent designs - the simplest design should be selected.
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33. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Depth of Processing
Rule of Thirds
Orientation Sensitivity
Closure
34. An attribute of an object that allows people to intuitively know how to use it
Affordance
Self- similarity
Common Fate
Three- Dimensional Projection
35. The relative ease with which a destination - idea - or concept may be reached.
Fibonacci Sequence
Accessibility
Recognition over recall
Performance vs. Preference
36. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Legibility
Comparison
Attractiveness Bias
Forgiveness
37. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Consistency
Errors
Depth of Processing
Control
38. The time it takes to make a decision increases as the number of alternatives increases.
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39. 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
Law of Pragnanz
Feedback Loop
Figure-Ground Relationship
40. A method of limiting the actions that can be performed on a system.
Satisficing
Constraint
Forgiveness
Expectation Effect
41. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Expectation Effect
Picture Superiority Effect
Redundancy
42. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Hierarchy of Needs (Design)
Hick's Law
Feedback Loop
43. 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
Form Follows Function
Chunking
Face- ism Ratio
44. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hierarchy of Needs (Design)
Mnemonic Device
Baby-Face Bias
Weakest Link
45. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Confirmation
Affordance
Common Fate
Shaping
46. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Entry Point
Halo Effect
Structural Forms
Rule of Thirds
47. Elements that are close together are percieved to be more related than elements that are farther apart.
Constraint
Proximity
Errors
Control
48. The use of pictorial images to improve the recognition and recall of signs and controls.
Life Cycle
Iconic Representation
Most Average Facial Appearance Effect
Von Restorff Effect
49. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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50. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Top- Down Lighting Bias
Proximity
Iconic Representation