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. Pictures are remembered better than words.
Picture Superiority Effect
Errors
Iteration
Demand Characteristics
2. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Placebo effect
Errors
Attractiveness Bias
Prototyping
3. 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
Similarity
Uniform Connectedness
Scaling Fallacy
4. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Cognitive Dissonance
Gutenberg Diagram
Most Average Facial Appearance Effect
Constancy
5. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Five Hat Racks
Exposure Effect
Inverted Pyramid
6. A process in which similar characteristics evolve independently in multiple systems.
Iteration
Inverted Pyramid
Top- Down Lighting Bias
Convergence
7. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Cost-Benefit
Affordance
Forgiveness
Storytelling
8. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Von Restorff Effect
Alignment
Development Cycle
Redundancy
9. A technique that influences decision making and judgement by manipulating the way information is presented.
Chunking
Framing
Golden Ratio
Signal- to- Noise Ratio
10. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Figure-Ground Relationship
Control
Highlighting
Mnemonic Device
11. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Ockham's Razor
Progressive Disclosure
Constancy
Rule of Thirds
12. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Modularity
Feedback Loop
Factor of Safety
13. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Iteration
Storytelling
Constraint
14. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Orientation Sensitivity
Prospect-Refuge
Garbage In - Garbage Out
15. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Alignment
Closure
Good Continuation
16. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Shaping
Proximity
Five Hat Racks
Immersion
17. The tendency for people to behave differently when they know they are being studied
Legibility
Hawthorne Effect
Maslow's Hierarchy of Needs
Satisficing
18. A property in which a form is made up of parts similar to the whole or to one another.
Storytelling
Iconic Representation
Demand Characteristics
Self- similarity
19. A method of limiting the actions that can be performed on a system.
Constraint
Flexibility-Usability Tradeoff
Development Cycle
Classical Conditioning
20. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Golden Ratio
Proximity
Savanna Preference
21. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Progressive Disclosure
Expectation Effect
Control
22. Teachers treat students differently based on their expectations of how students will perform.
Pygmalion Effect
Performance Load
Cost-Benefit
Rosenthal Effect
23. The tendency for people to perform better or worse based on the expectations of another.
Modularity
Legibility
Pygmalion Effect
Von Restorff Effect
24. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Factor of Safety
Rule of Thirds
Proximity
Hick's Law
25. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Threat detection
Comparison
Redundancy
26. A property of visual equivalence among elements in a form.
Symmetry
Visibility
Modularity
Mental Model
27. A technique for bringing attention to an area of text or image.
Inverted Pyramid
Form Follows Function
Highlighting
Readability
28. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Layering
Orientation Sensitivity
Hierarchy of Needs (Design)
Constancy
29. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Signal- to- Noise Ratio
Five Hat Racks
Normal Distribution
Life Cycle
30. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Legibility
Storytelling
Iteration
Redundancy
31. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Maslow's Hierarchy of Needs
Demand Characteristics
Hierarchy
Operant Conditioning
32. 80% of the effects generated by any large system are caused by 20% of the variables.
Prospect-Refuge
Scaling Fallacy
Five Hat Racks
80/20 Rule
33. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Convergence
Symmetry
80/20 Rule
34. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Savanna Preference
Uncertainty Principle
Wayfinding
Satisficing
35. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Constraint
Prototyping
Redundancy
Cognitive Dissonance
36. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Consistency
Demand Characteristics
Prototyping
Cost-Benefit
37. An attribute of an object that allows people to intuitively know how to use it
Errors
Affordance
Fitts' Law
Highlighting
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Rosenthal Effect
Self- similarity
Operant Conditioning
Archetype
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Storytelling
Chunking
Gutenberg Diagram
Maslow's Hierarchy of Needs
40. 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
Immersion
Mimicry
Cognitive Dissonance
41. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Errors
Weakest Link
Form Follows Function
Interference Effects
42. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Shaping
Pygmalion Effect
Feedback Loop
43. 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
Accessibility
Affordance
Halo Effect
44. 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)
Expectation Effect
Signal- to- Noise Ratio
Scaling Fallacy
Shaping
45. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Mimicry
Mental Model
Three- Dimensional Projection
46. 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.
Three- Dimensional Projection
Halo Effect
Figure-Ground Relationship
Chunking
47. 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
48. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Alignment
Structural Forms
Depth of Processing
49. The quality of system output is dependent on the quality of system input.
Prospect-Refuge
Progressive Disclosure
Garbage In - Garbage Out
Modularity
50. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Consistency
Progressive Disclosure
Von Restorff Effect