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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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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 Gestalt law of organization; elements arrange in a straight line or a smooth curve are perceived as a group - and are interpreted as being more related than elements not on the line or curve.
Errors
Good Continuation
Weakest Link
Comparison
2. 80% of the effects generated by any large system are caused by 20% of the variables.
Uncertainty Principle
Law of Pragnanz
80/20 Rule
Immersion
3. The tendency for people to perform better or worse based on the expectations of another.
Structural Forms
Forgiveness
Pygmalion Effect
Rule of Thirds
4. A technique for bringing attention to an area of text or image.
Uncertainty Principle
Errors
Highlighting
Similarity
5. An original model on which something is patterned
Archetype
Iconic Representation
Confirmation
Visibility
6. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Factor of Safety
Mnemonic Device
Constancy
7. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Face- ism Ratio
Form Follows Function
Wayfinding
Immersion
8. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Exposure Effect
Mental Model
Von Restorff Effect
Cost-Benefit
9. A ratio within the elements of a form - such as height to width - approximating 0.618.
Development Cycle
Feedback Loop
Golden Ratio
Alignment
10. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Demand Characteristics
Cost-Benefit
Waist to Hip Ratio
Chunking
11. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Legibility
Cost-Benefit
Constraint
12. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Feedback Loop
Highlighting
Shaping
13. The quality of system output is dependent on the quality of system input.
Common Fate
Garbage In - Garbage Out
Progressive Disclosure
Errors
14. The process of using spatial and environmental information to navigate to a destination.
Structural Forms
Constancy
Readability
Wayfinding
15. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Entry Point
Comparison
Hawthorne Effect
Placebo effect
16. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Legibility
Errors
Consistency
Operant Conditioning
17. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Figure-Ground Relationship
Errors
Threat detection
18. A property of visual equivalence among elements in a form.
Shaping
Placebo effect
Weakest Link
Symmetry
19. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Rosenthal Effect
Progressive Disclosure
Hick's Law
20. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Classical Conditioning
Mental Model
Mnemonic Device
Face- ism Ratio
21. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Iconic Representation
Performance vs. Preference
Face- ism Ratio
Performance Load
22. 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.
Alignment
Performance Load
Serial Position Effects
Layering
23. A technique that influences decision making and judgement by manipulating the way information is presented.
Hierarchy of Needs (Design)
Development Cycle
Ockham's Razor
Framing
24. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Garbage In - Garbage Out
Interference Effects
Structural Forms
Constraint
25. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Fibonacci Sequence
Threat detection
Law of Pragnanz
Entry Point
26. 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
Affordance
Readability
27. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Progressive Disclosure
Savanna Preference
Cognitive Dissonance
Readability
28. 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.
Waist to Hip Ratio
Maslow's Hierarchy of Needs
Rosenthal Effect
Picture Superiority Effect
29. People understand and interact with systems and environments based on mental representations developed from experience.
Alignment
Performance vs. Preference
Serial Position Effects
Mental Model
30. A sequence of numbers in which each number is the sum of the preceding two.
Five Hat Racks
Mapping
Fibonacci Sequence
Life Cycle
31. 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.
Interference Effects
Savanna Preference
Confirmation
Mapping
32. Elements that are close together are percieved to be more related than elements that are farther apart.
Mapping
Constraint
Proximity
Inverted Pyramid
33. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Three- Dimensional Projection
Fibonacci Sequence
Halo Effect
Satisficing
34. The usability of a system is improved when similar parts are expressed in similar ways.
Fitts' Law
Uncertainty Principle
Consistency
Mnemonic Device
35. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Picture Superiority Effect
Recognition over recall
Constancy
Face- ism Ratio
36. Pictures are remembered better than words.
Errors
Picture Superiority Effect
Modularity
Savanna Preference
37. The debgree to which prose can be understood - based on the complexity of words and sentences.
Interference Effects
Readability
Feedback Loop
Law of Pragnanz
38. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
80/20 Rule
Von Restorff Effect
Entry Point
39. The usability of a system is improved when its status and methods of use are clearly visible.
Modularity
Scaling Fallacy
Entry Point
Visibility
40. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Highlighting
Threat detection
Figure-Ground Relationship
41. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
80/20 Rule
Rule of Thirds
Legibility
Flexibility-Usability Tradeoff
42. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Proximity
Progressive Disclosure
Entry Point
Performance Load
43. 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
Modularity
Common Fate
Orientation Sensitivity
Expectation Effect
44. 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.
Interference Effects
Mapping
Attractiveness Bias
Most Average Facial Appearance Effect
45. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Framing
Immersion
Legibility
Prototyping
46. 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.
Satisficing
Waist to Hip Ratio
Performance vs. Preference
Redundancy
47. Elements that are similar are perceived to be more related than elements that are dissimilar.
Inverted Pyramid
Halo Effect
Similarity
Immersion
48. Given a choice between functionally equivalent designs - the simplest design should be selected.
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49. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Factor of Safety
Shaping
Savanna Preference
Depth of Processing
50. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Framing
Recognition over recall
Archetype
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