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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. The use of pictorial images to improve the recognition and recall of signs and controls.
80/20 Rule
Iconic Representation
Feedback Loop
Uniform Connectedness
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Storytelling
Iteration
Forgiveness
3. 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.
Alignment
Waist to Hip Ratio
Chunking
Comparison
4. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Self- similarity
Form Follows Function
80/20 Rule
5. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Legibility
Maslow's Hierarchy of Needs
Good Continuation
6. 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
Inverted Pyramid
Entry Point
Common Fate
7. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Symmetry
Progressive Disclosure
Maslow's Hierarchy of Needs
Constraint
8. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Uniform Connectedness
Depth of Processing
Threat detection
Constraint
9. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Control
Life Cycle
80/20 Rule
Attractiveness Bias
10. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Alignment
Accessibility
Convergence
11. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Demand Characteristics
Halo Effect
Figure-Ground Relationship
Immersion
12. The time required to move to a target is a function of the target size and distance to the target.
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13. 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?)
Placebo effect
Golden Ratio
Development Cycle
Cost-Benefit
14. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Fibonacci Sequence
Constancy
Inverted Pyramid
Gutenberg Diagram
15. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Exposure Effect
Savanna Preference
Ockham's Razor
Performance vs. Preference
16. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Hierarchy of Needs (Design)
Defensible Space
Mapping
17. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Chunking
80/20 Rule
Legibility
Proximity
18. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Golden Ratio
Rosenthal Effect
Mimicry
Development Cycle
19. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Affordance
Ockham's Razor
Alignment
Mnemonic Device
20. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Baby-Face Bias
Flexibility-Usability Tradeoff
Storytelling
Mental Model
21. The usability of a system is improved when similar parts are expressed in similar ways.
Modularity
Consistency
Progressive Disclosure
Three- Dimensional Projection
22. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Halo Effect
Orientation Sensitivity
Confirmation
Cost-Benefit
23. A process of repeating a set of operation until a specific result is achieved.
Three- Dimensional Projection
Legibility
Factor of Safety
Iteration
24. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Ockham's Razor
Pygmalion Effect
Normal Distribution
Legibility
25. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Performance vs. Preference
Interference Effects
Operant Conditioning
26. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Control
Constraint
Chunking
27. 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
Ockham's Razor
Gutenberg Diagram
Common Fate
Satisficing
28. As the flexiblity of a system increases - its usability decreases.
Rosenthal Effect
Immersion
Hick's Law
Flexibility-Usability Tradeoff
29. 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.
Self- similarity
Inverted Pyramid
Serial Position Effects
Chunking
30. Memory for recognizing things is better than memory for recalling things.
Mental Model
Recognition over recall
Gutenberg Diagram
Uncertainty Principle
31. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Baby-Face Bias
Savanna Preference
Three- Dimensional Projection
32. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Feedback Loop
Cognitive Dissonance
Pygmalion Effect
Hierarchy
33. 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.
Flexibility-Usability Tradeoff
Rosenthal Effect
Mapping
Ockham's Razor
34. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Maslow's Hierarchy of Needs
Exposure Effect
Waist to Hip Ratio
Most Average Facial Appearance Effect
35. 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.
Savanna Preference
Ockham's Razor
Common Fate
Threat detection
36. 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.
Threat detection
Waist to Hip Ratio
Interference Effects
Picture Superiority Effect
37. The quality of system output is dependent on the quality of system input.
Orientation Sensitivity
Similarity
Garbage In - Garbage Out
Hick's Law
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Chunking
Defensible Space
Mnemonic Device
Savanna Preference
39. A process in which similar characteristics evolve independently in multiple systems.
Iconic Representation
Self- similarity
Convergence
Weakest Link
40. A property of visual equivalence among elements in a form.
Iteration
Symmetry
80/20 Rule
Cognitive Dissonance
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Development Cycle
80/20 Rule
Golden Ratio
Weakest Link
42. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Picture Superiority Effect
Constancy
Von Restorff Effect
Defensible Space
43. 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)
Waist to Hip Ratio
Alignment
Scaling Fallacy
Most Average Facial Appearance Effect
44. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Von Restorff Effect
Entry Point
Halo Effect
Symmetry
45. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Fibonacci Sequence
Orientation Sensitivity
Hierarchy of Needs (Design)
46. An attribute of an object that allows people to intuitively know how to use it
Affordance
Garbage In - Garbage Out
Life Cycle
Demand Characteristics
47. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Mnemonic Device
Top- Down Lighting Bias
Alignment
48. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Exposure Effect
Five Hat Racks
Legibility
Form Follows Function
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Mapping
Recognition over recall
Structural Forms
50. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Pygmalion Effect
Fibonacci Sequence
Rule of Thirds
Comparison