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Test your basic knowledge |
Design Principles
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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 tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Performance Load
Baby-Face Bias
Weakest Link
Shaping
2. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Readability
Performance vs. Preference
Savanna Preference
Convergence
3. The tendency for people to behave differently when they know they are being studied
Signal- to- Noise Ratio
Accessibility
Self- similarity
Hawthorne Effect
4. As the flexiblity of a system increases - its usability decreases.
Mimicry
Flexibility-Usability Tradeoff
Inverted Pyramid
Redundancy
5. 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.)
Affordance
Exposure Effect
Classical Conditioning
Expectation Effect
6. A sequence of numbers in which each number is the sum of the preceding two.
Comparison
Uncertainty Principle
Fibonacci Sequence
Cognitive Dissonance
7. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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8. 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.
Layering
Waist to Hip Ratio
Legibility
Gutenberg Diagram
9. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Maslow's Hierarchy of Needs
Baby-Face Bias
Storytelling
10. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Normal Distribution
Modularity
Wayfinding
Weakest Link
11. A property of visual equivalence among elements in a form.
Symmetry
Recognition over recall
Good Continuation
Classical Conditioning
12. A property in which a form is made up of parts similar to the whole or to one another.
Rosenthal Effect
Maslow's Hierarchy of Needs
Recognition over recall
Self- similarity
13. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uniform Connectedness
Exposure Effect
Operant Conditioning
Uncertainty Principle
14. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Halo Effect
Shaping
Modularity
15. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Garbage In - Garbage Out
Prospect-Refuge
Law of Pragnanz
16. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Storytelling
Shaping
Waist to Hip Ratio
17. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Archetype
Prospect-Refuge
Figure-Ground Relationship
Defensible Space
18. An attribute of an object that allows people to intuitively know how to use it
Prospect-Refuge
Affordance
Entry Point
Shaping
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Recognition over recall
Modularity
Most Average Facial Appearance Effect
Forgiveness
20. A tendency to see objects and patterns as 3D when certain visual cues are present.
Figure-Ground Relationship
Archetype
Three- Dimensional Projection
Wayfinding
21. The tendency for people to perform better or worse based on the expectations of another.
Closure
Pygmalion Effect
Control
Legibility
22. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Visibility
Operant Conditioning
Storytelling
Life Cycle
23. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Constraint
Modularity
Baby-Face Bias
24. 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.
Baby-Face Bias
Normal Distribution
Savanna Preference
Halo Effect
25. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Rule of Thirds
Accessibility
Maslow's Hierarchy of Needs
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Exposure Effect
Law of Pragnanz
Prototyping
Figure-Ground Relationship
27. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Waist to Hip Ratio
Cognitive Dissonance
Signal- to- Noise Ratio
Halo Effect
28. A technique for bringing attention to an area of text or image.
Satisficing
Performance Load
Demand Characteristics
Highlighting
29. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Cost-Benefit
Constancy
Immersion
30. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Recognition over recall
Waist to Hip Ratio
Flexibility-Usability Tradeoff
Mnemonic Device
31. The relative ease with which a destination - idea - or concept may be reached.
Halo Effect
Maslow's Hierarchy of Needs
Accessibility
Self- similarity
32. 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.
Feedback Loop
Signal- to- Noise Ratio
Golden Ratio
Performance Load
33. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Golden Ratio
Highlighting
Development Cycle
Hierarchy of Needs (Design)
34. 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.
Savanna Preference
Closure
Chunking
Mimicry
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)
Closure
Shaping
Mimicry
Scaling Fallacy
36. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy
Errors
Five Hat Racks
Layering
37. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.
Golden Ratio
Placebo effect
Gutenberg Diagram
Hierarchy of Needs (Design)
38. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
80/20 Rule
Mapping
Interference Effects
Good Continuation
39. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Depth of Processing
Affordance
Storytelling
Garbage In - Garbage Out
40. 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.
Serial Position Effects
Mental Model
80/20 Rule
Common Fate
41. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Confirmation
Legibility
Prospect-Refuge
Performance Load
42. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Recognition over recall
Threat detection
Form Follows Function
43. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Waist to Hip Ratio
Law of Pragnanz
Mapping
Weakest Link
44. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Uniform Connectedness
Progressive Disclosure
Picture Superiority Effect
Savanna Preference
45. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Hierarchy of Needs (Design)
Archetype
Redundancy
Structural Forms
46. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Recognition over recall
Wayfinding
Closure
Mnemonic Device
47. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Top- Down Lighting Bias
Cognitive Dissonance
Mental Model
48. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Weakest Link
Proximity
Top- Down Lighting Bias
Mental Model
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Iconic Representation
Control
Garbage In - Garbage Out
Waist to Hip Ratio
50. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Shaping
Legibility
Comparison
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