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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. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Law of Pragnanz
Rule of Thirds
Serial Position Effects
Common Fate
2. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Recognition over recall
Placebo effect
Archetype
3. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Forgiveness
Savanna Preference
Alignment
Threat detection
4. A property of visual equivalence among elements in a form.
Form Follows Function
Visibility
Symmetry
Operant Conditioning
5. An action or ommission of action yielding an unintended result.
Visibility
Archetype
Errors
Gutenberg Diagram
6. 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)
Fitts' Law
Good Continuation
Scaling Fallacy
Defensible Space
7. 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.
Maslow's Hierarchy of Needs
Common Fate
Hierarchy of Needs (Design)
Pygmalion Effect
8. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Storytelling
Fitts' Law
Constancy
Signal- to- Noise Ratio
9. Elements that are close together are percieved to be more related than elements that are farther apart.
Fitts' Law
Wayfinding
Halo Effect
Proximity
10. 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.
Control
Fibonacci Sequence
Iteration
Redundancy
11. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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12. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Closure
Most Average Facial Appearance Effect
Mimicry
13. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Pygmalion Effect
Constancy
Interference Effects
Attractiveness Bias
14. The debgree to which prose can be understood - based on the complexity of words and sentences.
Archetype
Gutenberg Diagram
Readability
Fitts' Law
15. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Wayfinding
Picture Superiority Effect
Operant Conditioning
16. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Prototyping
Uncertainty Principle
Threat detection
Wayfinding
17. An original model on which something is patterned
Comparison
Immersion
Rosenthal Effect
Archetype
18. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Immersion
Wayfinding
Normal Distribution
Uniform Connectedness
19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Development Cycle
Form Follows Function
Gutenberg Diagram
Cognitive Dissonance
20. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Fitts' Law
Mimicry
Structural Forms
Most Average Facial Appearance Effect
21. The tendency for people to perform better or worse based on the expectations of another.
Prospect-Refuge
Signal- to- Noise Ratio
Factor of Safety
Pygmalion Effect
22. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Uncertainty Principle
Von Restorff Effect
Inverted Pyramid
Legibility
23. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Self- similarity
Mnemonic Device
Rosenthal Effect
24. Given a choice between functionally equivalent designs - the simplest design should be selected.
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25. The tendency for people to behave differently when they know they are being studied
Inverted Pyramid
Hawthorne Effect
Mimicry
Modularity
26. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Common Fate
Five Hat Racks
Orientation Sensitivity
Face- ism Ratio
27. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Framing
Cost-Benefit
Demand Characteristics
Structural Forms
28. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Iconic Representation
Performance vs. Preference
Self- similarity
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
Common Fate
Expectation Effect
Weakest Link
Uniform Connectedness
30. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Picture Superiority Effect
Storytelling
Mnemonic Device
Modularity
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Mimicry
Performance Load
Iconic Representation
Scaling Fallacy
32. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Control
Weakest Link
Orientation Sensitivity
33. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Garbage In - Garbage Out
Chunking
Prototyping
34. A technique that influences decision making and judgement by manipulating the way information is presented.
Weakest Link
Placebo effect
Framing
Cognitive Dissonance
35. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mimicry
Layering
Constancy
Legibility
36. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Development Cycle
Confirmation
Inverted Pyramid
37. A technique for bringing attention to an area of text or image.
Hick's Law
Highlighting
Interference Effects
Readability
38. 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
Attractiveness Bias
Baby-Face Bias
Chunking
39. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Figure-Ground Relationship
Top- Down Lighting Bias
Baby-Face Bias
Accessibility
40. Patients experience treatment effects based on their belief that a treatment will work.
Convergence
Mental Model
Chunking
Placebo effect
41. 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.
Chunking
Fitts' Law
Mental Model
Pygmalion Effect
42. The time required to move to a target is a function of the target size and distance to the target.
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43. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Weakest Link
Consistency
Self- similarity
44. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Performance Load
Baby-Face Bias
Classical Conditioning
Inverted Pyramid
45. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
80/20 Rule
Hawthorne Effect
Hick's Law
Figure-Ground Relationship
46. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Comparison
Pygmalion Effect
Weakest Link
Immersion
47. The time it takes to make a decision increases as the number of alternatives increases.
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48. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Interference Effects
Iteration
Expectation Effect
49. Memory for recognizing things is better than memory for recalling things.
Gutenberg Diagram
Recognition over recall
Law of Pragnanz
Forgiveness
50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Satisficing
Modularity
Progressive Disclosure
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