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. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Accessibility
Immersion
Orientation Sensitivity
Classical Conditioning
2. 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.
Waist to Hip Ratio
Orientation Sensitivity
Form Follows Function
Hierarchy of Needs (Design)
3. A tendency to see objects and patterns as 3D when certain visual cues are present.
Redundancy
Performance Load
Feedback Loop
Three- Dimensional Projection
4. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Rule of Thirds
Wayfinding
Attractiveness Bias
5. A process of repeating a set of operation until a specific result is achieved.
Savanna Preference
Iteration
Proximity
Good Continuation
6. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Hierarchy of Needs (Design)
Alignment
Iconic Representation
Performance vs. Preference
7. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Flexibility-Usability Tradeoff
Layering
Confirmation
Similarity
8. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Good Continuation
Layering
Orientation Sensitivity
Hierarchy
9. The process of using spatial and environmental information to navigate to a destination.
Uncertainty Principle
Modularity
Baby-Face Bias
Wayfinding
10. Elements that are close together are percieved to be more related than elements that are farther apart.
Accessibility
Proximity
Golden Ratio
Savanna Preference
11. 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.
Fitts' Law
Visibility
Mapping
Good Continuation
12. Memory for recognizing things is better than memory for recalling things.
Hawthorne Effect
Consistency
Recognition over recall
Halo Effect
13. 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.
Framing
Errors
Layering
Feedback Loop
14. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Performance Load
Classical Conditioning
Mimicry
Framing
15. The time it takes to make a decision increases as the number of alternatives increases.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
16. An original model on which something is patterned
Top- Down Lighting Bias
Archetype
Consistency
Gutenberg Diagram
17. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Structural Forms
Mapping
Feedback Loop
18. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Prototyping
Maslow's Hierarchy of Needs
Development Cycle
Form Follows Function
19. A technique that influences decision making and judgement by manipulating the way information is presented.
Performance Load
Fitts' Law
Framing
Constancy
20. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Confirmation
Progressive Disclosure
Orientation Sensitivity
Satisficing
21. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Symmetry
Rule of Thirds
Accessibility
22. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Convergence
Signal- to- Noise Ratio
Layering
Ockham's Razor
23. A method of limiting the actions that can be performed on a system.
Constraint
Top- Down Lighting Bias
Wayfinding
Symmetry
24. 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)
Uncertainty Principle
Errors
Scaling Fallacy
Accessibility
25. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Highlighting
Inverted Pyramid
Defensible Space
Rosenthal Effect
26. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Proximity
Defensible Space
Confirmation
Inverted Pyramid
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Satisficing
Garbage In - Garbage Out
Mnemonic Device
Development Cycle
28. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Consistency
Ockham's Razor
Orientation Sensitivity
Performance Load
29. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Life Cycle
Hawthorne Effect
Hick's Law
30. The quality of system output is dependent on the quality of system input.
Shaping
Garbage In - Garbage Out
Proximity
Iconic Representation
31. Given a choice between functionally equivalent designs - the simplest design should be selected.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Von Restorff Effect
Storytelling
Top- Down Lighting Bias
33. Teachers treat students differently based on their expectations of how students will perform.
Picture Superiority Effect
Rosenthal Effect
Figure-Ground Relationship
Form Follows Function
34. 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
35. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Baby-Face Bias
Framing
Inverted Pyramid
Good Continuation
36. 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.
Immersion
Savanna Preference
Signal- to- Noise Ratio
Prototyping
37. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Recognition over recall
Attractiveness Bias
Defensible Space
Normal Distribution
38. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Affordance
Factor of Safety
Consistency
39. 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.)
Life Cycle
Consistency
Expectation Effect
Operant Conditioning
40. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Normal Distribution
Constraint
Orientation Sensitivity
Threat detection
41. Pictures are remembered better than words.
Picture Superiority Effect
Affordance
Comparison
Five Hat Racks
42. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Performance Load
Von Restorff Effect
Uniform Connectedness
Waist to Hip Ratio
43. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hick's Law
Operant Conditioning
Defensible Space
Normal Distribution
44. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Chunking
Development Cycle
Serial Position Effects
45. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Gutenberg Diagram
Mimicry
Interference Effects
Weakest Link
46. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Immersion
Form Follows Function
Exposure Effect
Hick's Law
47. A technique for bringing attention to an area of text or image.
Flexibility-Usability Tradeoff
Performance vs. Preference
Hawthorne Effect
Highlighting
48. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Prospect-Refuge
Placebo effect
Hawthorne Effect
Mimicry
49. An action or ommission of action yielding an unintended result.
Errors
Normal Distribution
Golden Ratio
Uniform Connectedness
50. A process in which similar characteristics evolve independently in multiple systems.
Maslow's Hierarchy of Needs
Convergence
Constancy
Demand Characteristics