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Test your basic knowledge |
Design Principles
Start Test
Study First
Subject
:
engineering
Instructions:
Answer 50 questions in 15 minutes.
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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 visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Halo Effect
Shaping
Legibility
Life Cycle
2. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Visibility
Progressive Disclosure
Normal Distribution
Storytelling
3. Pictures are remembered better than words.
Top- Down Lighting Bias
Pygmalion Effect
Forgiveness
Picture Superiority Effect
4. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Iconic Representation
Hierarchy
Rule of Thirds
Performance vs. Preference
5. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Layering
Law of Pragnanz
Garbage In - Garbage Out
Gutenberg Diagram
6. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Wayfinding
Three- Dimensional Projection
Self- similarity
Performance vs. Preference
7. 80% of the effects generated by any large system are caused by 20% of the variables.
Top- Down Lighting Bias
Factor of Safety
80/20 Rule
Chunking
8. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Development Cycle
Self- similarity
Accessibility
9. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Picture Superiority Effect
Shaping
Symmetry
10. The quality of system output is dependent on the quality of system input.
Self- similarity
Similarity
Readability
Garbage In - Garbage Out
11. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Shaping
Progressive Disclosure
Life Cycle
12. A process of repeating a set of operation until a specific result is achieved.
Prospect-Refuge
Rosenthal Effect
Iteration
Layering
13. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Performance vs. Preference
Signal- to- Noise Ratio
Attractiveness Bias
14. Given a choice between functionally equivalent designs - the simplest design should be selected.
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15. A property of visual equivalence among elements in a form.
Hierarchy of Needs (Design)
Symmetry
Fitts' Law
Feedback Loop
16. 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
Closure
Good Continuation
Threat detection
Common Fate
17. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Self- similarity
Uncertainty Principle
Chunking
Development Cycle
18. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Performance vs. Preference
Savanna Preference
Five Hat Racks
Hawthorne Effect
19. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Proximity
Development Cycle
Orientation Sensitivity
Prospect-Refuge
20. Teachers treat students differently based on their expectations of how students will perform.
Entry Point
Rosenthal Effect
Performance Load
Expectation Effect
21. Memory for recognizing things is better than memory for recalling things.
Flexibility-Usability Tradeoff
Classical Conditioning
Errors
Recognition over recall
22. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Face- ism Ratio
Baby-Face Bias
Halo Effect
Savanna Preference
23. The usability of a system is improved when its status and methods of use are clearly visible.
Progressive Disclosure
Figure-Ground Relationship
Errors
Visibility
24. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Alignment
Face- ism Ratio
Performance vs. Preference
Wayfinding
25. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Entry Point
Prototyping
Von Restorff Effect
Inverted Pyramid
26. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Top- Down Lighting Bias
Satisficing
Archetype
Hick's Law
27. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Legibility
Garbage In - Garbage Out
Top- Down Lighting Bias
Threat detection
28. 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
Savanna Preference
Feedback Loop
Progressive Disclosure
29. A sequence of numbers in which each number is the sum of the preceding two.
Immersion
Alignment
Framing
Fibonacci Sequence
30. 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)
Readability
Serial Position Effects
Golden Ratio
Scaling Fallacy
31. A property in which a form is made up of parts similar to the whole or to one another.
Feedback Loop
Legibility
Convergence
Self- similarity
32. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Orientation Sensitivity
Mimicry
Alignment
Five Hat Racks
33. The tendency for people to behave differently when they know they are being studied
Entry Point
Convergence
Hawthorne Effect
Placebo effect
34. 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.
Wayfinding
Interference Effects
Good Continuation
Visibility
35. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Form Follows Function
Similarity
Convergence
Demand Characteristics
36. 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
Highlighting
Mental Model
37. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Ockham's Razor
Hick's Law
Accessibility
38. A technique for bringing attention to an area of text or image.
Highlighting
Constraint
Framing
Figure-Ground Relationship
39. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Redundancy
Constraint
Exposure Effect
40. 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
Progressive Disclosure
Highlighting
Forgiveness
41. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Gutenberg Diagram
Baby-Face Bias
Feedback Loop
42. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Golden Ratio
Inverted Pyramid
Redundancy
43. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Signal- to- Noise Ratio
Confirmation
Golden Ratio
Proximity
44. A process in which similar characteristics evolve independently in multiple systems.
Errors
Convergence
Common Fate
Life Cycle
45. The time it takes to make a decision increases as the number of alternatives increases.
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46. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Chunking
Savanna Preference
Expectation Effect
47. 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.
Rosenthal Effect
Convergence
Feedback Loop
Uncertainty Principle
48. A technique that influences decision making and judgement by manipulating the way information is presented.
Von Restorff Effect
Fibonacci Sequence
Framing
Weakest Link
49. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Proximity
Convergence
Redundancy
Interference Effects
50. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Performance vs. Preference
Mnemonic Device
Progressive Disclosure
Law of Pragnanz
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