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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 usability of a system is improved when its status and methods of use are clearly visible.
Most Average Facial Appearance Effect
Classical Conditioning
Pygmalion Effect
Visibility
2. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Mental Model
Picture Superiority Effect
Accessibility
Rule of Thirds
3. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Closure
Similarity
Flexibility-Usability Tradeoff
Law of Pragnanz
4. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Consistency
Uniform Connectedness
Prospect-Refuge
Halo Effect
5. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Satisficing
Von Restorff Effect
Mapping
Face- ism Ratio
6. A process of repeating a set of operation until a specific result is achieved.
Hierarchy of Needs (Design)
Prospect-Refuge
Iteration
Satisficing
7. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Storytelling
Recognition over recall
Most Average Facial Appearance Effect
Progressive Disclosure
8. 80% of the effects generated by any large system are caused by 20% of the variables.
Mental Model
Hawthorne Effect
80/20 Rule
Classical Conditioning
9. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Inverted Pyramid
Hierarchy
Shaping
Threat detection
10. The time required to move to a target is a function of the target size and distance to the target.
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11. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Structural Forms
Rosenthal Effect
Weakest Link
Most Average Facial Appearance Effect
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Iconic Representation
Savanna Preference
Prototyping
Fitts' Law
13. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mnemonic Device
Mimicry
Symmetry
Confirmation
14. 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.
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Exposure Effect
Von Restorff Effect
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Waist to Hip Ratio
Prototyping
Affordance
16. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Law of Pragnanz
Convergence
Constraint
17. Given a choice between functionally equivalent designs - the simplest design should be selected.
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18. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Five Hat Racks
Waist to Hip Ratio
Prototyping
Baby-Face Bias
19. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Mapping
Waist to Hip Ratio
Orientation Sensitivity
Attractiveness Bias
20. A property of visual equivalence among elements in a form.
Affordance
Scaling Fallacy
Symmetry
Wayfinding
21. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Von Restorff Effect
Rosenthal Effect
Top- Down Lighting Bias
Mental Model
22. 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.
Recognition over recall
Waist to Hip Ratio
Hierarchy of Needs (Design)
Feedback Loop
23. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Face- ism Ratio
Mnemonic Device
Self- similarity
Proximity
24. An attribute of an object that allows people to intuitively know how to use it
Closure
Affordance
Exposure Effect
Mapping
25. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Errors
Comparison
Defensible Space
Pygmalion Effect
26. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Threat detection
Depth of Processing
Visibility
27. Elements that are similar are perceived to be more related than elements that are dissimilar.
Closure
Most Average Facial Appearance Effect
Similarity
Mimicry
28. 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.
Entry Point
Mental Model
Golden Ratio
Mapping
29. 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
Von Restorff Effect
Common Fate
Exposure Effect
Accessibility
30. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Alignment
Readability
Flexibility-Usability Tradeoff
Exposure Effect
31. 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.
Most Average Facial Appearance Effect
Savanna Preference
Common Fate
Waist to Hip Ratio
32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Form Follows Function
Operant Conditioning
Structural Forms
Serial Position Effects
33. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Rosenthal Effect
Progressive Disclosure
Maslow's Hierarchy of Needs
Iteration
34. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Fitts' Law
Mapping
Interference Effects
Golden Ratio
35. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Mental Model
Scaling Fallacy
Archetype
36. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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37. The use of pictorial images to improve the recognition and recall of signs and controls.
Rosenthal Effect
Iconic Representation
Mimicry
Consistency
38. A method of limiting the actions that can be performed on a system.
Depth of Processing
Constraint
Von Restorff Effect
Visibility
39. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Flexibility-Usability Tradeoff
Immersion
Accessibility
Performance vs. Preference
40. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Classical Conditioning
Normal Distribution
Uncertainty Principle
Attractiveness Bias
41. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Constraint
Prototyping
Uniform Connectedness
42. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Scaling Fallacy
Maslow's Hierarchy of Needs
Form Follows Function
43. As the flexiblity of a system increases - its usability decreases.
Development Cycle
Flexibility-Usability Tradeoff
Waist to Hip Ratio
Maslow's Hierarchy of Needs
44. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Prospect-Refuge
Scaling Fallacy
Expectation Effect
Inverted Pyramid
45. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Feedback Loop
Confirmation
Constancy
Uniform Connectedness
46. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Closure
Gutenberg Diagram
Operant Conditioning
Immersion
47. 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.
Operant Conditioning
Redundancy
Confirmation
Hierarchy
48. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
Uncertainty Principle
Mnemonic Device
49. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Five Hat Racks
Garbage In - Garbage Out
Weakest Link
50. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Similarity
Hierarchy
Development Cycle
Factor of Safety