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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
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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. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Depth of Processing
Demand Characteristics
Face- ism Ratio
Constancy
2. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Highlighting
Flexibility-Usability Tradeoff
Fibonacci Sequence
Operant Conditioning
3. A technique that influences decision making and judgement by manipulating the way information is presented.
Baby-Face Bias
Law of Pragnanz
Exposure Effect
Framing
4. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Fitts' Law
Attractiveness Bias
Von Restorff Effect
5. The process of using spatial and environmental information to navigate to a destination.
Storytelling
Iconic Representation
Wayfinding
Control
6. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Operant Conditioning
Picture Superiority Effect
Form Follows Function
Comparison
7. The time required to move to a target is a function of the target size and distance to the target.
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8. 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?)
Cost-Benefit
Mapping
Entry Point
Cognitive Dissonance
9. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Life Cycle
Serial Position Effects
Prototyping
Mnemonic Device
10. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Mnemonic Device
Framing
Cognitive Dissonance
Five Hat Racks
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Affordance
Performance Load
Forgiveness
12. The usability of a system is improved when its status and methods of use are clearly visible.
Iteration
Visibility
Pygmalion Effect
Fitts' Law
13. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Archetype
Accessibility
Baby-Face Bias
Feedback Loop
14. Given a choice between functionally equivalent designs - the simplest design should be selected.
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15. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Orientation Sensitivity
Inverted Pyramid
Constraint
Visibility
16. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Flexibility-Usability Tradeoff
Layering
Constraint
Consistency
17. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Iconic Representation
Five Hat Racks
Iteration
Prospect-Refuge
18. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Framing
Life Cycle
Alignment
Storytelling
19. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Symmetry
Savanna Preference
Convergence
Closure
20. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Law of Pragnanz
Structural Forms
Halo Effect
Serial Position Effects
21. 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.)
Comparison
Signal- to- Noise Ratio
Expectation Effect
Visibility
22. 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.
Attractiveness Bias
Placebo effect
Hierarchy of Needs (Design)
Structural Forms
23. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Similarity
Structural Forms
Chunking
24. Patients experience treatment effects based on their belief that a treatment will work.
Pygmalion Effect
Placebo effect
Constraint
Cost-Benefit
25. 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.
Constraint
Redundancy
Von Restorff Effect
Uncertainty Principle
26. 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)
Law of Pragnanz
Scaling Fallacy
Forgiveness
Self- similarity
27. A process of repeating a set of operation until a specific result is achieved.
Threat detection
Iteration
Confirmation
Highlighting
28. 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
Chunking
Five Hat Racks
Exposure Effect
29. A process in which similar characteristics evolve independently in multiple systems.
Top- Down Lighting Bias
Convergence
Comparison
Hawthorne Effect
30. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Satisficing
Self- similarity
Consistency
31. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Rosenthal Effect
Most Average Facial Appearance Effect
Defensible Space
Exposure Effect
32. Elements that are close together are percieved to be more related than elements that are farther apart.
Flexibility-Usability Tradeoff
Legibility
Proximity
Golden Ratio
33. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Prospect-Refuge
Normal Distribution
Von Restorff Effect
34. People understand and interact with systems and environments based on mental representations developed from experience.
Layering
Satisficing
Consistency
Mental Model
35. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Accessibility
Consistency
Constancy
Halo Effect
36. As the flexiblity of a system increases - its usability decreases.
Placebo effect
Pygmalion Effect
Prospect-Refuge
Flexibility-Usability Tradeoff
37. The time it takes to make a decision increases as the number of alternatives increases.
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38. The tendency for people to perform better or worse based on the expectations of another.
Defensible Space
Alignment
Chunking
Pygmalion Effect
39. 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.
Performance vs. Preference
Mapping
Legibility
Accessibility
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Framing
80/20 Rule
Common Fate
Legibility
41. 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
Layering
Common Fate
42. A tendency to see objects and patterns as 3D when certain visual cues are present.
Three- Dimensional Projection
Alignment
Scaling Fallacy
Factor of Safety
43. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Cost-Benefit
Rule of Thirds
Attractiveness Bias
Good Continuation
44. 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.
Figure-Ground Relationship
Archetype
Serial Position Effects
Forgiveness
45. A property of visual equivalence among elements in a form.
Symmetry
Forgiveness
Scaling Fallacy
Prospect-Refuge
46. The use of pictorial images to improve the recognition and recall of signs and controls.
Modularity
Signal- to- Noise Ratio
Iconic Representation
Scaling Fallacy
47. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Hawthorne Effect
Visibility
Signal- to- Noise Ratio
Forgiveness
48. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Mimicry
Proximity
Fibonacci Sequence
Top- Down Lighting Bias
49. A method of limiting the actions that can be performed on a system.
Constraint
Fitts' Law
Layering
Mimicry
50. The usability of a system is improved when similar parts are expressed in similar ways.
Archetype
Development Cycle
Control
Consistency
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