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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. 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
Confirmation
Iteration
Scaling Fallacy
2. 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.
Face- ism Ratio
Figure-Ground Relationship
Savanna Preference
Self- similarity
3. The debgree to which prose can be understood - based on the complexity of words and sentences.
Waist to Hip Ratio
Readability
Mental Model
Performance vs. Preference
4. The quality of system output is dependent on the quality of system input.
Exposure Effect
Constraint
Garbage In - Garbage Out
Fitts' Law
5. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Orientation Sensitivity
Prospect-Refuge
Mental Model
Development Cycle
6. 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?)
Rosenthal Effect
Cost-Benefit
Operant Conditioning
Orientation Sensitivity
7. A sequence of numbers in which each number is the sum of the preceding two.
Rosenthal Effect
Cost-Benefit
Fibonacci Sequence
Classical Conditioning
8. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Accessibility
Life Cycle
Similarity
Confirmation
9. 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)
Performance Load
Scaling Fallacy
Operant Conditioning
Orientation Sensitivity
10. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Proximity
Signal- to- Noise Ratio
Golden Ratio
11. A method of limiting the actions that can be performed on a system.
Picture Superiority Effect
Defensible Space
Constraint
Iconic Representation
12. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Layering
Demand Characteristics
Three- Dimensional Projection
Immersion
13. A technique for bringing attention to an area of text or image.
Pygmalion Effect
Mapping
Highlighting
Uniform Connectedness
14. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Hierarchy of Needs (Design)
Orientation Sensitivity
Modularity
Life Cycle
15. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Three- Dimensional Projection
Chunking
Top- Down Lighting Bias
Figure-Ground Relationship
16. Given a choice between functionally equivalent designs - the simplest design should be selected.
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17. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Pygmalion Effect
Most Average Facial Appearance Effect
Comparison
Savanna Preference
18. Elements that are similar are perceived to be more related than elements that are dissimilar.
Baby-Face Bias
Similarity
Layering
Entry Point
19. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Readability
80/20 Rule
Golden Ratio
20. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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21. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Most Average Facial Appearance Effect
Chunking
Proximity
Legibility
22. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Iconic Representation
Garbage In - Garbage Out
Form Follows Function
23. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Modularity
Depth of Processing
Signal- to- Noise Ratio
Classical Conditioning
24. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Classical Conditioning
Cognitive Dissonance
Feedback Loop
25. Teachers treat students differently based on their expectations of how students will perform.
Mental Model
Pygmalion Effect
Rosenthal Effect
Self- similarity
26. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Scaling Fallacy
Performance Load
Redundancy
Life Cycle
27. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Baby-Face Bias
Readability
Orientation Sensitivity
Golden Ratio
28. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Threat detection
Weakest Link
Face- ism Ratio
29. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Maslow's Hierarchy of Needs
Factor of Safety
Rosenthal Effect
Archetype
30. Pictures are remembered better than words.
Shaping
Golden Ratio
Picture Superiority Effect
Forgiveness
31. 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.
Chunking
Layering
Hierarchy of Needs (Design)
Satisficing
32. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Development Cycle
Factor of Safety
Shaping
Performance vs. Preference
33. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Expectation Effect
Layering
Operant Conditioning
Satisficing
34. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Similarity
Ockham's Razor
Waist to Hip Ratio
Baby-Face Bias
35. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Cost-Benefit
Highlighting
Common Fate
Progressive Disclosure
36. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Rule of Thirds
Structural Forms
Orientation Sensitivity
Fibonacci Sequence
37. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Signal- to- Noise Ratio
Normal Distribution
Face- ism Ratio
Savanna Preference
38. The tendency for people to perform better or worse based on the expectations of another.
Entry Point
Feedback Loop
Pygmalion Effect
Waist to Hip Ratio
39. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Savanna Preference
Alignment
Maslow's Hierarchy of Needs
Immersion
40. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Feedback Loop
Demand Characteristics
Mental Model
41. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Shaping
Mental Model
Form Follows Function
Fibonacci Sequence
42. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Expectation Effect
Attractiveness Bias
Interference Effects
Operant Conditioning
43. 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.
Uniform Connectedness
Alignment
Redundancy
Halo Effect
44. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Symmetry
Performance vs. Preference
Constancy
Serial Position Effects
45. 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.
Interference Effects
Savanna Preference
Chunking
Life Cycle
46. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Errors
Readability
Highlighting
Hierarchy
47. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Alignment
Wayfinding
Classical Conditioning
Similarity
48. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Attractiveness Bias
Iteration
Defensible Space
49. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Satisficing
Cognitive Dissonance
Prototyping
Iconic Representation
50. Memory for recognizing things is better than memory for recalling things.
Uncertainty Principle
Golden Ratio
Factor of Safety
Recognition over recall
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