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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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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. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Framing
Hawthorne Effect
Highlighting
2. An attribute of an object that allows people to intuitively know how to use it
Legibility
Affordance
Hick's Law
Picture Superiority Effect
3. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Framing
Cognitive Dissonance
Three- Dimensional Projection
Comparison
4. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Von Restorff Effect
Halo Effect
Maslow's Hierarchy of Needs
Redundancy
5. 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
Life Cycle
80/20 Rule
Affordance
6. A tendency to see objects and patterns as 3D when certain visual cues are present.
Cognitive Dissonance
Three- Dimensional Projection
Recognition over recall
Layering
7. A ratio within the elements of a form - such as height to width - approximating 0.618.
Visibility
Golden Ratio
Von Restorff Effect
Legibility
8. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Classical Conditioning
Forgiveness
Garbage In - Garbage Out
Inverted Pyramid
9. 80% of the effects generated by any large system are caused by 20% of the variables.
Most Average Facial Appearance Effect
Entry Point
Modularity
80/20 Rule
10. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Classical Conditioning
Depth of Processing
Rule of Thirds
Picture Superiority Effect
11. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Law of Pragnanz
Redundancy
Factor of Safety
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Cost-Benefit
Rule of Thirds
Modularity
Prototyping
13. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Performance Load
Defensible Space
Form Follows Function
Uncertainty Principle
14. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Face- ism Ratio
Law of Pragnanz
Exposure Effect
Legibility
15. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Consistency
Flexibility-Usability Tradeoff
Similarity
16. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Alignment
Serial Position Effects
Uncertainty Principle
Redundancy
17. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Errors
Flexibility-Usability Tradeoff
Framing
18. Pictures are remembered better than words.
Symmetry
Factor of Safety
Fitts' Law
Picture Superiority Effect
19. 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.
Fibonacci Sequence
Layering
Entry Point
Serial Position Effects
20. 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.
Savanna Preference
Law of Pragnanz
Forgiveness
Face- ism Ratio
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Flexibility-Usability Tradeoff
Inverted Pyramid
Savanna Preference
Threat detection
22. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Redundancy
Rule of Thirds
Storytelling
Legibility
23. 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.
Attractiveness Bias
Hawthorne Effect
Form Follows Function
Feedback Loop
24. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Orientation Sensitivity
Top- Down Lighting Bias
Development Cycle
25. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Factor of Safety
Law of Pragnanz
Fitts' Law
Baby-Face Bias
26. 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?)
Figure-Ground Relationship
Operant Conditioning
Attractiveness Bias
Cost-Benefit
27. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Golden Ratio
Pygmalion Effect
Flexibility-Usability Tradeoff
Control
28. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mapping
Hierarchy of Needs (Design)
Top- Down Lighting Bias
Errors
29. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Recognition over recall
Constancy
Interference Effects
Hawthorne Effect
30. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Factor of Safety
Hick's Law
Exposure Effect
31. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Storytelling
Performance Load
Consistency
Uncertainty Principle
32. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Similarity
Mnemonic Device
Progressive Disclosure
Normal Distribution
33. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Cost-Benefit
Shaping
Mnemonic Device
34. 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
Threat detection
Entry Point
35. 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)
Storytelling
Life Cycle
Scaling Fallacy
Readability
36. A technique that influences decision making and judgement by manipulating the way information is presented.
Serial Position Effects
Expectation Effect
Iteration
Framing
37. Elements that are close together are percieved to be more related than elements that are farther apart.
Self- similarity
Mental Model
Iconic Representation
Proximity
38. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Redundancy
Uniform Connectedness
Wayfinding
39. Given a choice between functionally equivalent designs - the simplest design should be selected.
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40. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Development Cycle
Entry Point
Comparison
Constraint
41. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Rosenthal Effect
Self- similarity
Interference Effects
Layering
42. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Storytelling
Constancy
Recognition over recall
43. The quality of system output is dependent on the quality of system input.
Fibonacci Sequence
Storytelling
Garbage In - Garbage Out
Immersion
44. People understand and interact with systems and environments based on mental representations developed from experience.
Baby-Face Bias
Uniform Connectedness
80/20 Rule
Mental Model
45. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Exposure Effect
Pygmalion Effect
Chunking
Picture Superiority Effect
46. The relative ease with which a destination - idea - or concept may be reached.
Legibility
Accessibility
Structural Forms
Confirmation
47. 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
Archetype
Proximity
Expectation Effect
48. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Entry Point
Modularity
Confirmation
Factor of Safety
49. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Self- similarity
Cognitive Dissonance
Classical Conditioning
50. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Proximity
Savanna Preference
Good Continuation
Attractiveness Bias
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