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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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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 managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Wayfinding
Iconic Representation
Immersion
Modularity
2. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Picture Superiority Effect
Hawthorne Effect
Golden Ratio
3. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Cognitive Dissonance
Signal- to- Noise Ratio
Storytelling
4. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Three- Dimensional Projection
Forgiveness
Threat detection
Satisficing
5. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Consistency
Flexibility-Usability Tradeoff
Serial Position Effects
Hierarchy
6. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Picture Superiority Effect
Top- Down Lighting Bias
Storytelling
Satisficing
7. 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
Visibility
Depth of Processing
Structural Forms
Common Fate
8. A process of repeating a set of operation until a specific result is achieved.
Iteration
Mental Model
Savanna Preference
Gutenberg Diagram
9. 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.
Life Cycle
Defensible Space
Serial Position Effects
Errors
10. A property in which a form is made up of parts similar to the whole or to one another.
Threat detection
Satisficing
Self- similarity
Accessibility
11. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Placebo effect
Defensible Space
Chunking
12. 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)
Scaling Fallacy
Self- similarity
Depth of Processing
Mapping
13. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Demand Characteristics
Accessibility
Prototyping
14. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Confirmation
Law of Pragnanz
Immersion
Top- Down Lighting Bias
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Figure-Ground Relationship
Shaping
Archetype
Von Restorff Effect
16. The use of pictorial images to improve the recognition and recall of signs and controls.
Law of Pragnanz
Iconic Representation
Affordance
Confirmation
17. 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.
Most Average Facial Appearance Effect
Inverted Pyramid
Savanna Preference
Golden Ratio
18. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Attractiveness Bias
Forgiveness
Rule of Thirds
Uncertainty Principle
19. Elements that are close together are percieved to be more related than elements that are farther apart.
Mnemonic Device
Entry Point
Proximity
Iteration
20. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Mimicry
Picture Superiority Effect
Confirmation
21. Pictures are remembered better than words.
Ockham's Razor
Archetype
Figure-Ground Relationship
Picture Superiority Effect
22. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Performance vs. Preference
Cost-Benefit
Von Restorff Effect
Law of Pragnanz
23. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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24. 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.
Symmetry
Closure
Maslow's Hierarchy of Needs
Mapping
25. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Confirmation
Highlighting
Comparison
Operant Conditioning
26. A ratio within the elements of a form - such as height to width - approximating 0.618.
Law of Pragnanz
Placebo effect
Golden Ratio
Hawthorne Effect
27. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Fitts' Law
Performance vs. Preference
Forgiveness
Storytelling
28. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Weakest Link
Layering
Scaling Fallacy
Forgiveness
29. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Hick's Law
Hierarchy
Common Fate
Normal Distribution
30. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Proximity
Performance Load
Symmetry
Demand Characteristics
31. 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
Entry Point
Hierarchy
Scaling Fallacy
32. Teachers treat students differently based on their expectations of how students will perform.
Placebo effect
Normal Distribution
Rosenthal Effect
Savanna Preference
33. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Placebo effect
Interference Effects
Confirmation
Most Average Facial Appearance Effect
34. As the flexiblity of a system increases - its usability decreases.
Ockham's Razor
Flexibility-Usability Tradeoff
Iteration
Comparison
35. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Performance vs. Preference
Entry Point
Ockham's Razor
36. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Maslow's Hierarchy of Needs
Gutenberg Diagram
Development Cycle
Signal- to- Noise Ratio
37. 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.
Alignment
Redundancy
Immersion
Mental Model
38. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Ockham's Razor
Shaping
Defensible Space
Factor of Safety
39. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Wayfinding
Rule of Thirds
Golden Ratio
40. A property of visual equivalence among elements in a form.
Defensible Space
Redundancy
Rosenthal Effect
Symmetry
41. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Control
Halo Effect
Affordance
Five Hat Racks
42. A technique for bringing attention to an area of text or image.
Highlighting
Defensible Space
Most Average Facial Appearance Effect
Prototyping
43. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Immersion
Forgiveness
Cost-Benefit
44. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Chunking
Face- ism Ratio
Attractiveness Bias
Rule of Thirds
45. 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.
Forgiveness
Chunking
Errors
Entry Point
46. 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
Structural Forms
Alignment
Feedback Loop
47. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Serial Position Effects
Form Follows Function
Iconic Representation
48. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Forgiveness
Prototyping
Classical Conditioning
Mimicry
49. The tendency for people to perform better or worse based on the expectations of another.
Cost-Benefit
Self- similarity
Pygmalion Effect
Performance Load
50. An original model on which something is patterned
Flexibility-Usability Tradeoff
Forgiveness
Form Follows Function
Archetype
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