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Test your basic knowledge |
Design Principles
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Study First
Subject
:
engineering
Instructions:
Answer 50 questions in 15 minutes.
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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 presentation in which information is presented in descending order of importance. (Critical information presented first).
Prospect-Refuge
Inverted Pyramid
Defensible Space
Hick's Law
2. A process of repeating a set of operation until a specific result is achieved.
Baby-Face Bias
Three- Dimensional Projection
Iteration
Depth of Processing
3. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Classical Conditioning
Alignment
Hierarchy of Needs (Design)
Flexibility-Usability Tradeoff
4. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Accessibility
Attractiveness Bias
Prospect-Refuge
Law of Pragnanz
5. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Proximity
Structural Forms
Shaping
Rule of Thirds
6. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Hick's Law
Control
Gutenberg Diagram
Progressive Disclosure
7. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Iconic Representation
Operant Conditioning
Weakest Link
Satisficing
8. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Highlighting
Layering
Interference Effects
Cognitive Dissonance
9. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Modularity
Baby-Face Bias
Proximity
Form Follows Function
10. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Picture Superiority Effect
Waist to Hip Ratio
Constancy
Interference Effects
11. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Legibility
Rule of Thirds
Control
12. 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.
Satisficing
Prototyping
Convergence
Hierarchy of Needs (Design)
13. A property of visual equivalence among elements in a form.
Law of Pragnanz
Legibility
Symmetry
Top- Down Lighting Bias
14. The usability of a system is improved when its status and methods of use are clearly visible.
Good Continuation
Uncertainty Principle
Visibility
Halo Effect
15. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Prospect-Refuge
Comparison
Rule of Thirds
Baby-Face Bias
16. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Top- Down Lighting Bias
Face- ism Ratio
Closure
Similarity
17. Elements that are close together are percieved to be more related than elements that are farther apart.
Common Fate
Face- ism Ratio
Visibility
Proximity
18. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Flexibility-Usability Tradeoff
Five Hat Racks
Golden Ratio
Figure-Ground Relationship
19. Teachers treat students differently based on their expectations of how students will perform.
Weakest Link
Rosenthal Effect
Serial Position Effects
Structural Forms
20. 80% of the effects generated by any large system are caused by 20% of the variables.
Figure-Ground Relationship
Life Cycle
80/20 Rule
Hierarchy
21. A technique that influences decision making and judgement by manipulating the way information is presented.
Hierarchy of Needs (Design)
Uncertainty Principle
Framing
Progressive Disclosure
22. 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.
Signal- to- Noise Ratio
Redundancy
Serial Position Effects
Layering
23. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Rosenthal Effect
Mental Model
Legibility
24. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Inverted Pyramid
Three- Dimensional Projection
Uncertainty Principle
25. 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.
Prospect-Refuge
Orientation Sensitivity
Maslow's Hierarchy of Needs
Chunking
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Picture Superiority Effect
Legibility
Savanna Preference
Placebo effect
27. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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28. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Factor of Safety
Consistency
Layering
Baby-Face Bias
29. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Serial Position Effects
Life Cycle
Mimicry
Flexibility-Usability Tradeoff
30. 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.
Garbage In - Garbage Out
Savanna Preference
Mapping
Baby-Face Bias
31. 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.
Feedback Loop
Consistency
Closure
Law of Pragnanz
32. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Common Fate
Ockham's Razor
Recognition over recall
Figure-Ground Relationship
33. The tendency for people to perform better or worse based on the expectations of another.
Halo Effect
Signal- to- Noise Ratio
Golden Ratio
Pygmalion Effect
34. The debgree to which prose can be understood - based on the complexity of words and sentences.
Scaling Fallacy
Waist to Hip Ratio
Structural Forms
Readability
35. 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)
Control
Proximity
80/20 Rule
Scaling Fallacy
36. A method of limiting the actions that can be performed on a system.
Prospect-Refuge
Form Follows Function
Orientation Sensitivity
Constraint
37. Elements that are similar are perceived to be more related than elements that are dissimilar.
Archetype
Constancy
Consistency
Similarity
38. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Von Restorff Effect
Defensible Space
Proximity
Development Cycle
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
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40. 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
Golden Ratio
Archetype
Cost-Benefit
41. A ratio within the elements of a form - such as height to width - approximating 0.618.
Mimicry
Satisficing
Golden Ratio
Forgiveness
42. The time it takes to make a decision increases as the number of alternatives increases.
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43. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Accessibility
Hierarchy
Prototyping
44. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Performance Load
Iteration
Hierarchy of Needs (Design)
Classical Conditioning
45. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Operant Conditioning
Errors
Mimicry
46. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Constraint
Uncertainty Principle
Mnemonic Device
47. The relative ease with which a destination - idea - or concept may be reached.
Hick's Law
Accessibility
Von Restorff Effect
Hawthorne Effect
48. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Fibonacci Sequence
Visibility
Classical Conditioning
49. 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.
Threat detection
Performance vs. Preference
Redundancy
Wayfinding
50. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Depth of Processing
Attractiveness Bias
Expectation Effect
Forgiveness
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