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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. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Fibonacci Sequence
Control
Life Cycle
Classical Conditioning
2. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Constancy
Life Cycle
Redundancy
Weakest Link
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Demand Characteristics
Gutenberg Diagram
Mnemonic Device
Comparison
4. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Scaling Fallacy
Uncertainty Principle
Alignment
Orientation Sensitivity
5. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Face- ism Ratio
Immersion
Three- Dimensional Projection
Framing
6. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Modularity
Progressive Disclosure
Hawthorne Effect
Common Fate
7. A Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Good Continuation
Signal- to- Noise Ratio
Exposure Effect
Legibility
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Self- similarity
Maslow's Hierarchy of Needs
Mnemonic Device
9. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Baby-Face Bias
Top- Down Lighting Bias
Development Cycle
10. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Proximity
Satisficing
Progressive Disclosure
Good Continuation
11. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Accessibility
Halo Effect
Development Cycle
12. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Good Continuation
Expectation Effect
Golden Ratio
13. A method of limiting the actions that can be performed on a system.
Constraint
Forgiveness
Constancy
Confirmation
14. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Threat detection
Comparison
Wayfinding
15. The time it takes to make a decision increases as the number of alternatives increases.
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16. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Constancy
Demand Characteristics
Gutenberg Diagram
17. The quality of system output is dependent on the quality of system input.
Hick's Law
Performance vs. Preference
Garbage In - Garbage Out
Depth of Processing
18. The tendency for people to perform better or worse based on the expectations of another.
Most Average Facial Appearance Effect
Depth of Processing
Placebo effect
Pygmalion Effect
19. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Development Cycle
Closure
Shaping
Convergence
20. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Maslow's Hierarchy of Needs
Form Follows Function
Exposure Effect
Scaling Fallacy
21. People understand and interact with systems and environments based on mental representations developed from experience.
Pygmalion Effect
Serial Position Effects
Mnemonic Device
Mental Model
22. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Feedback Loop
Framing
Interference Effects
23. Given a choice between functionally equivalent designs - the simplest design should be selected.
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24. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Baby-Face Bias
Attractiveness Bias
Garbage In - Garbage Out
Closure
25. A technique for bringing attention to an area of text or image.
Mimicry
Highlighting
Mapping
Similarity
26. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Savanna Preference
Life Cycle
Development Cycle
Mnemonic Device
27. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Performance vs. Preference
Shaping
Symmetry
28. A property of visual equivalence among elements in a form.
Ockham's Razor
Five Hat Racks
Attractiveness Bias
Symmetry
29. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Rosenthal Effect
Inverted Pyramid
Prospect-Refuge
Ockham's Razor
30. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Recognition over recall
Expectation Effect
Weakest Link
31. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Law of Pragnanz
Cognitive Dissonance
Alignment
Threat detection
32. A sequence of numbers in which each number is the sum of the preceding two.
Feedback Loop
Fibonacci Sequence
Legibility
Entry Point
33. 80% of the effects generated by any large system are caused by 20% of the variables.
Prototyping
Hierarchy of Needs (Design)
80/20 Rule
Figure-Ground Relationship
34. 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)
Demand Characteristics
Scaling Fallacy
Affordance
Control
35. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Placebo effect
Serial Position Effects
Face- ism Ratio
Storytelling
36. 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.
Top- Down Lighting Bias
Highlighting
Feedback Loop
Maslow's Hierarchy of Needs
37. 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.
Von Restorff Effect
Operant Conditioning
Savanna Preference
Storytelling
38. 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.
Mapping
Mental Model
Ockham's Razor
Orientation Sensitivity
39. A tendency to see objects and patterns as 3D when certain visual cues are present.
Control
Three- Dimensional Projection
Progressive Disclosure
Fitts' Law
40. Elements that are similar are perceived to be more related than elements that are dissimilar.
Classical Conditioning
Immersion
Similarity
Garbage In - Garbage Out
41. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Accessibility
Five Hat Racks
Top- Down Lighting Bias
Errors
42. Pictures are remembered better than words.
Picture Superiority Effect
Interference Effects
Similarity
Affordance
43. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Weakest Link
Cognitive Dissonance
Baby-Face Bias
44. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Redundancy
Visibility
Von Restorff Effect
Halo Effect
45. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Progressive Disclosure
Chunking
Redundancy
46. The time required to move to a target is a function of the target size and distance to the target.
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47. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Top- Down Lighting Bias
Affordance
Wayfinding
48. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Threat detection
Ockham's Razor
Structural Forms
Picture Superiority Effect
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Wayfinding
Proximity
Comparison
Prototyping
50. 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.)
Entry Point
Expectation Effect
Hick's Law
Waist to Hip Ratio
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