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. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Progressive Disclosure
Attractiveness Bias
Mimicry
80/20 Rule
2. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Performance vs. Preference
Modularity
Hierarchy
Progressive Disclosure
3. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hawthorne Effect
Inverted Pyramid
Cost-Benefit
Wayfinding
4. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Scaling Fallacy
Normal Distribution
Errors
5. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Uniform Connectedness
Recognition over recall
Depth of Processing
Placebo effect
6. A property of visual equivalence among elements in a form.
Performance Load
Feedback Loop
Symmetry
Layering
7. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Exposure Effect
Archetype
Maslow's Hierarchy of Needs
8. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Savanna Preference
Convergence
Prototyping
Placebo effect
9. An activity will be pursued only if its benefits are equal to or greater than the costs. (ie. How much reading is too much to get the point of a message?)
Performance Load
Cost-Benefit
Attractiveness Bias
Constancy
10. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Classical Conditioning
Law of Pragnanz
Mimicry
Operant Conditioning
11. The time required to move to a target is a function of the target size and distance to the target.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
12. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Chunking
Fitts' Law
80/20 Rule
Law of Pragnanz
13. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Flexibility-Usability Tradeoff
Gutenberg Diagram
Framing
Savanna Preference
14. 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.
Visibility
Halo Effect
Serial Position Effects
Immersion
15. Elements that are similar are perceived to be more related than elements that are dissimilar.
Cognitive Dissonance
Uncertainty Principle
Similarity
Self- similarity
16. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Symmetry
Layering
Signal- to- Noise Ratio
Closure
17. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Highlighting
Storytelling
Consistency
Serial Position Effects
18. Patients experience treatment effects based on their belief that a treatment will work.
Ockham's Razor
Placebo effect
Progressive Disclosure
Hierarchy
19. The quality of system output is dependent on the quality of system input.
Feedback Loop
Operant Conditioning
Ockham's Razor
Garbage In - Garbage Out
20. A sequence of numbers in which each number is the sum of the preceding two.
Storytelling
Fibonacci Sequence
Common Fate
Cost-Benefit
21. 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.
Similarity
Confirmation
Development Cycle
Feedback Loop
22. A process in which similar characteristics evolve independently in multiple systems.
Affordance
Comparison
Convergence
Alignment
23. 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.
Feedback Loop
Similarity
Orientation Sensitivity
Redundancy
24. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Self- similarity
Highlighting
Uniform Connectedness
Hierarchy
25. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Interference Effects
Layering
Mnemonic Device
Waist to Hip Ratio
26. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Framing
Comparison
Mimicry
Top- Down Lighting Bias
27. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Normal Distribution
Flexibility-Usability Tradeoff
Mapping
28. 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
29. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Self- similarity
Redundancy
Fibonacci Sequence
30. An action or ommission of action yielding an unintended result.
80/20 Rule
Errors
Weakest Link
Visibility
31. 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.
Prospect-Refuge
Control
Consistency
Hierarchy of Needs (Design)
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.
Pygmalion Effect
Hierarchy of Needs (Design)
Mapping
Structural Forms
33. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Expectation Effect
Five Hat Racks
Forgiveness
Fibonacci Sequence
34. The process of using spatial and environmental information to navigate to a destination.
Storytelling
Constancy
Proximity
Wayfinding
35. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Development Cycle
Consistency
Symmetry
36. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Shaping
Closure
Weakest Link
Classical Conditioning
37. 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
Feedback Loop
Flexibility-Usability Tradeoff
Alignment
38. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Affordance
Control
Threat detection
Halo Effect
39. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Redundancy
Maslow's Hierarchy of Needs
Pygmalion Effect
Figure-Ground Relationship
40. Memory for recognizing things is better than memory for recalling things.
Prospect-Refuge
Recognition over recall
Expectation Effect
Development Cycle
41. Elements that are close together are percieved to be more related than elements that are farther apart.
Comparison
Chunking
Alignment
Proximity
42. The usability of a system is improved when similar parts are expressed in similar ways.
Recognition over recall
Rule of Thirds
Consistency
Proximity
43. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Ockham's Razor
Life Cycle
Good Continuation
44. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Prototyping
Self- similarity
Mental Model
45. A phenomenon in which perception and behavior changes as a result of personal expectations or the expectations of others. (Halo effect - Hawthorne effect - Pygmalion effect - Placebo effect - Rosenthal effect - Demand characteristics.)
Common Fate
Confirmation
Garbage In - Garbage Out
Expectation Effect
46. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Shaping
Depth of Processing
Constraint
Form Follows Function
47. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Confirmation
Five Hat Racks
Hick's Law
Baby-Face Bias
48. 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
49. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Operant Conditioning
Rule of Thirds
Satisficing
Mimicry
50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Uncertainty Principle
Ockham's Razor
Structural Forms
Orientation Sensitivity
Can you answer 50 questions in 15 minutes?
Let me suggest you:
Browse all subjects
Browse all tests
Most popular tests
Major Subjects
Tests & Exams
AP
CLEP
DSST
GRE
SAT
GMAT
Certifications
CISSP go to https://www.isc2.org/
PMP
ITIL
RHCE
MCTS
More...
IT Skills
Android Programming
Data Modeling
Objective C Programming
Basic Python Programming
Adobe Illustrator
More...
Business Skills
Advertising Techniques
Business Accounting Basics
Business Strategy
Human Resource Management
Marketing Basics
More...
Soft Skills
Body Language
People Skills
Public Speaking
Persuasion
Job Hunting And Resumes
More...
Vocabulary
GRE Vocab
SAT Vocab
TOEFL Essential Vocab
Basic English Words For All
Global Words You Should Know
Business English
More...
Languages
AP German Vocab
AP Latin Vocab
SAT Subject Test: French
Italian Survival
Norwegian Survival
More...
Engineering
Audio Engineering
Computer Science Engineering
Aerospace Engineering
Chemical Engineering
Structural Engineering
More...
Health Sciences
Basic Nursing Skills
Health Science Language Fundamentals
Veterinary Technology Medical Language
Cardiology
Clinical Surgery
More...
English
Grammar Fundamentals
Literary And Rhetorical Vocab
Elements Of Style Vocab
Introduction To English Major
Complete Advanced Sentences
Literature
Homonyms
More...
Math
Algebra Formulas
Basic Arithmetic: Measurements
Metric Conversions
Geometric Properties
Important Math Facts
Number Sense Vocab
Business Math
More...
Other Major Subjects
Science
Economics
History
Law
Performing-arts
Cooking
Logic & Reasoning
Trivia
Browse all subjects
Browse all tests
Most popular tests