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 method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Von Restorff Effect
Accessibility
Similarity
2. As the flexiblity of a system increases - its usability decreases.
Uncertainty Principle
Comparison
Flexibility-Usability Tradeoff
Performance vs. Preference
3. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Uncertainty Principle
Law of Pragnanz
Entry Point
Pygmalion Effect
4. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Storytelling
Defensible Space
Chunking
Consistency
5. A property in which a form is made up of parts similar to the whole or to one another.
Confirmation
Self- similarity
Accessibility
Readability
6. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Five Hat Racks
Rule of Thirds
Inverted Pyramid
Weakest Link
7. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Affordance
Hawthorne Effect
Form Follows Function
Depth of Processing
8. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Maslow's Hierarchy of Needs
Hawthorne Effect
Signal- to- Noise Ratio
Life Cycle
9. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Life Cycle
Good Continuation
Highlighting
Law of Pragnanz
10. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Serial Position Effects
Uncertainty Principle
Iteration
Picture Superiority Effect
11. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Rosenthal Effect
Normal Distribution
Picture Superiority Effect
Operant Conditioning
12. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Accessibility
Performance Load
Layering
Flexibility-Usability Tradeoff
13. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Mapping
Chunking
Archetype
Immersion
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Accessibility
Exposure Effect
Chunking
15. 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.
Progressive Disclosure
Serial Position Effects
Five Hat Racks
Satisficing
16. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Layering
Expectation Effect
Top- Down Lighting Bias
17. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Forgiveness
Consistency
Attractiveness Bias
Signal- to- Noise Ratio
18. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Waist to Hip Ratio
Entry Point
Structural Forms
19. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Readability
Flexibility-Usability Tradeoff
Golden Ratio
20. A tendency to see objects and patterns as 3D when certain visual cues are present.
Symmetry
Proximity
Three- Dimensional Projection
Control
21. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Satisficing
Baby-Face Bias
Ockham's Razor
22. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Life Cycle
Structural Forms
Confirmation
Waist to Hip Ratio
23. 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
Development Cycle
Inverted Pyramid
Factor of Safety
24. The use of pictorial images to improve the recognition and recall of signs and controls.
Similarity
Control
Pygmalion Effect
Iconic Representation
25. The process of using spatial and environmental information to navigate to a destination.
Savanna Preference
Rosenthal Effect
Three- Dimensional Projection
Wayfinding
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Face- ism Ratio
Inverted Pyramid
Legibility
Interference Effects
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Life Cycle
Cognitive Dissonance
Garbage In - Garbage Out
Development Cycle
28. People understand and interact with systems and environments based on mental representations developed from experience.
Closure
Weakest Link
Iconic Representation
Mental Model
29. 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.
Redundancy
Good Continuation
Hierarchy
Feedback Loop
30. The relative ease with which a destination - idea - or concept may be reached.
Confirmation
Accessibility
Life Cycle
Expectation Effect
31. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Law of Pragnanz
Scaling Fallacy
80/20 Rule
Halo Effect
32. A technique for bringing attention to an area of text or image.
Alignment
Demand Characteristics
Mapping
Highlighting
33. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Structural Forms
Weakest Link
Exposure Effect
Closure
34. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Recognition over recall
Classical Conditioning
Alignment
Visibility
35. An action or ommission of action yielding an unintended result.
Mapping
Errors
Chunking
Rule of Thirds
36. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Recognition over recall
Fitts' Law
Picture Superiority Effect
37. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Hierarchy
Comparison
Threat detection
38. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Form Follows Function
Cost-Benefit
Scaling Fallacy
Von Restorff Effect
39. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Layering
Satisficing
Fibonacci Sequence
Factor of Safety
40. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Von Restorff Effect
Placebo effect
Three- Dimensional Projection
Performance Load
41. A process of repeating a set of operation until a specific result is achieved.
Iteration
Top- Down Lighting Bias
Visibility
Depth of Processing
42. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Layering
Golden Ratio
Readability
Demand Characteristics
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Immersion
Five Hat Racks
Control
Accessibility
44. A property of visual equivalence among elements in a form.
Symmetry
Hierarchy of Needs (Design)
Waist to Hip Ratio
Top- Down Lighting Bias
45. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
46. A technique that influences decision making and judgement by manipulating the way information is presented.
Prospect-Refuge
Scaling Fallacy
Framing
Signal- to- Noise Ratio
47. 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
Factor of Safety
Satisficing
Development Cycle
48. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Framing
Shaping
Demand Characteristics
Rosenthal Effect
49. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Performance vs. Preference
Good Continuation
Baby-Face Bias
Cognitive Dissonance
50. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Readability
Most Average Facial Appearance Effect
Archetype