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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. 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?)
Life Cycle
Cost-Benefit
Top- Down Lighting Bias
Prototyping
2. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Shaping
Hierarchy
Modularity
Fitts' Law
3. Patients experience treatment effects based on their belief that a treatment will work.
Top- Down Lighting Bias
Factor of Safety
Proximity
Placebo effect
4. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Life Cycle
Attractiveness Bias
Proximity
Law of Pragnanz
5. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Uncertainty Principle
Fitts' Law
Recognition over recall
6. The relative ease with which a destination - idea - or concept may be reached.
Scaling Fallacy
Accessibility
Performance vs. Preference
Common Fate
7. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Entry Point
Alignment
Classical Conditioning
8. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Von Restorff Effect
Fitts' Law
Storytelling
Confirmation
9. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Depth of Processing
Picture Superiority Effect
Shaping
10. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Good Continuation
Shaping
Three- Dimensional Projection
Mental Model
11. An original model on which something is patterned
Von Restorff Effect
Highlighting
Feedback Loop
Archetype
12. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Storytelling
Life Cycle
Baby-Face Bias
Framing
13. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Recognition over recall
Golden Ratio
Performance Load
14. The debgree to which prose can be understood - based on the complexity of words and sentences.
Layering
Readability
Serial Position Effects
Operant Conditioning
15. 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
Flexibility-Usability Tradeoff
Mnemonic Device
Rule of Thirds
16. A method of limiting the actions that can be performed on a system.
Law of Pragnanz
Constraint
Exposure Effect
Uncertainty Principle
17. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Depth of Processing
Forgiveness
Alignment
Uniform Connectedness
18. A property of visual equivalence among elements in a form.
Symmetry
80/20 Rule
Affordance
Serial Position Effects
19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Prototyping
Similarity
Proximity
Cognitive Dissonance
20. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Storytelling
Pygmalion Effect
Mnemonic Device
Iteration
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.
Classical Conditioning
Symmetry
Feedback Loop
Figure-Ground Relationship
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Top- Down Lighting Bias
Garbage In - Garbage Out
Closure
Normal Distribution
23. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Chunking
Gutenberg Diagram
Mimicry
Proximity
24. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Common Fate
Uncertainty Principle
Halo Effect
Layering
25. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Cognitive Dissonance
Recognition over recall
Weakest Link
Classical Conditioning
26. A technique for bringing attention to an area of text or image.
Archetype
Self- similarity
Highlighting
Picture Superiority Effect
27. A ratio within the elements of a form - such as height to width - approximating 0.618.
Confirmation
Hick's Law
Similarity
Golden Ratio
28. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Immersion
Pygmalion Effect
Modularity
Forgiveness
29. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Affordance
Development Cycle
Iteration
Three- Dimensional Projection
30. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Flexibility-Usability Tradeoff
Weakest Link
Iconic Representation
Satisficing
31. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Highlighting
Uniform Connectedness
Storytelling
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.
Signal- to- Noise Ratio
Immersion
Closure
Structural Forms
33. The tendency for people to perform better or worse based on the expectations of another.
Alignment
Pygmalion Effect
Picture Superiority Effect
Hick's Law
34. A sequence of numbers in which each number is the sum of the preceding two.
Uncertainty Principle
Fibonacci Sequence
Constraint
Three- Dimensional Projection
35. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Alignment
Waist to Hip Ratio
Feedback Loop
Gutenberg Diagram
36. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Constraint
Prototyping
Orientation Sensitivity
Affordance
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
Three- Dimensional Projection
Waist to Hip Ratio
Common Fate
Readability
38. 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
Fibonacci Sequence
Mimicry
Fitts' Law
39. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
80/20 Rule
Cognitive Dissonance
Cost-Benefit
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
Consistency
Closure
Good Continuation
41. Teachers treat students differently based on their expectations of how students will perform.
Expectation Effect
Baby-Face Bias
Rosenthal Effect
80/20 Rule
42. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Baby-Face Bias
Life Cycle
Proximity
43. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Normal Distribution
Uniform Connectedness
Waist to Hip Ratio
Uncertainty Principle
44. The time it takes to make a decision increases as the number of alternatives increases.
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45. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Figure-Ground Relationship
Hierarchy
Mnemonic Device
Halo Effect
46. Elements that are close together are percieved to be more related than elements that are farther apart.
Cost-Benefit
Garbage In - Garbage Out
Proximity
Structural Forms
47. 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)
Wayfinding
Chunking
Scaling Fallacy
80/20 Rule
48. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Wayfinding
Accessibility
Baby-Face Bias
Fibonacci Sequence
49. The time required to move to a target is a function of the target size and distance to the target.
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50. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Errors
Entry Point
Defensible Space
Classical Conditioning
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