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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. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Proximity
Confirmation
Shaping
Structural Forms
2. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Structural Forms
Demand Characteristics
Comparison
Signal- to- Noise Ratio
3. People understand and interact with systems and environments based on mental representations developed from experience.
Constraint
Alignment
Mental Model
Cost-Benefit
4. Memory for recognizing things is better than memory for recalling things.
Symmetry
Baby-Face Bias
Recognition over recall
Satisficing
5. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Top- Down Lighting Bias
Prototyping
Control
Hick's Law
6. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Placebo effect
Affordance
Satisficing
Flexibility-Usability Tradeoff
7. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Highlighting
Uniform Connectedness
Form Follows Function
Visibility
8. Teachers treat students differently based on their expectations of how students will perform.
Closure
Alignment
Modularity
Rosenthal Effect
9. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Constraint
Ockham's Razor
Top- Down Lighting Bias
Mnemonic Device
10. A sequence of numbers in which each number is the sum of the preceding two.
Interference Effects
Fibonacci Sequence
Constraint
Scaling Fallacy
11. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
Depth of Processing
Prospect-Refuge
12. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Satisficing
Five Hat Racks
Prototyping
Threat detection
13. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Law of Pragnanz
Fibonacci Sequence
Threat detection
Structural Forms
14. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Golden Ratio
Classical Conditioning
Legibility
Shaping
15. 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.)
Expectation Effect
Form Follows Function
Shaping
Maslow's Hierarchy of Needs
16. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Picture Superiority Effect
Modularity
Normal Distribution
Constraint
17. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Readability
Accessibility
Weakest Link
Wayfinding
18. The usability of a system is improved when its status and methods of use are clearly visible.
Mental Model
Threat detection
Visibility
Exposure Effect
19. A method of limiting the actions that can be performed on a system.
Face- ism Ratio
Constraint
Hick's Law
Storytelling
20. The debgree to which prose can be understood - based on the complexity of words and sentences.
Iteration
Performance Load
Five Hat Racks
Readability
21. 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.
Orientation Sensitivity
Common Fate
Iteration
Mapping
22. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Redundancy
Alignment
Consistency
23. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Confirmation
Face- ism Ratio
Normal Distribution
Progressive Disclosure
24. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Hawthorne Effect
Von Restorff Effect
Classical Conditioning
25. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Picture Superiority Effect
Development Cycle
Storytelling
Mimicry
26. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Prototyping
Exposure Effect
Rule of Thirds
Confirmation
27. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Maslow's Hierarchy of Needs
Performance Load
Signal- to- Noise Ratio
Top- Down Lighting Bias
28. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Operant Conditioning
Structural Forms
Waist to Hip Ratio
Performance vs. Preference
29. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Convergence
Shaping
Development Cycle
30. The time required to move to a target is a function of the target size and distance to the target.
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31. Elements that are close together are percieved to be more related than elements that are farther apart.
Prototyping
Life Cycle
Pygmalion Effect
Proximity
32. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mimicry
Operant Conditioning
Three- Dimensional Projection
Symmetry
33. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Flexibility-Usability Tradeoff
Iteration
Baby-Face Bias
Three- Dimensional Projection
34. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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35. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Affordance
Comparison
Recognition over recall
Life Cycle
36. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Five Hat Racks
Attractiveness Bias
Affordance
Confirmation
37. The use of pictorial images to improve the recognition and recall of signs and controls.
Orientation Sensitivity
Performance Load
Iconic Representation
Immersion
38. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Life Cycle
Most Average Facial Appearance Effect
Fitts' Law
Uncertainty Principle
39. 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)
Weakest Link
Framing
Good Continuation
Scaling Fallacy
40. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Wayfinding
Chunking
Exposure Effect
Structural Forms
41. The tendency for people to perform better or worse based on the expectations of another.
Confirmation
Threat detection
Pygmalion Effect
Garbage In - Garbage Out
42. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Mental Model
Picture Superiority Effect
Pygmalion Effect
43. A property of visual equivalence among elements in a form.
Exposure Effect
Symmetry
Waist to Hip Ratio
Expectation Effect
44. Elements that are similar are perceived to be more related than elements that are dissimilar.
Uniform Connectedness
Waist to Hip Ratio
Similarity
Baby-Face Bias
45. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Legibility
Structural Forms
Most Average Facial Appearance Effect
Satisficing
46. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Five Hat Racks
Signal- to- Noise Ratio
Legibility
Prospect-Refuge
47. Patients experience treatment effects based on their belief that a treatment will work.
Hick's Law
Placebo effect
Constancy
Prospect-Refuge
48. An original model on which something is patterned
Symmetry
Archetype
Face- ism Ratio
Storytelling
49. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Normal Distribution
Interference Effects
Archetype
50. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Fitts' Law
Orientation Sensitivity
Weakest Link
Mapping
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