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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. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Threat detection
80/20 Rule
Halo Effect
2. Memory for recognizing things is better than memory for recalling things.
Convergence
Recognition over recall
Legibility
Depth of Processing
3. An action or ommission of action yielding an unintended result.
Errors
Halo Effect
Figure-Ground Relationship
Satisficing
4. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Uncertainty Principle
Demand Characteristics
Five Hat Racks
Top- Down Lighting Bias
5. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Progressive Disclosure
Face- ism Ratio
Performance Load
Garbage In - Garbage Out
6. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Three- Dimensional Projection
Archetype
Constancy
Fibonacci Sequence
7. 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.
Iconic Representation
Highlighting
Iteration
Good Continuation
8. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Framing
Threat detection
Uniform Connectedness
Form Follows Function
9. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Garbage In - Garbage Out
Immersion
Performance vs. Preference
Pygmalion Effect
10. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Entry Point
Mimicry
Storytelling
Serial Position Effects
11. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Halo Effect
Modularity
Cost-Benefit
12. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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13. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Mental Model
Legibility
Confirmation
Closure
14. Teachers treat students differently based on their expectations of how students will perform.
Framing
Pygmalion Effect
Rosenthal Effect
Fibonacci Sequence
15. The process of using spatial and environmental information to navigate to a destination.
Performance vs. Preference
Wayfinding
Hierarchy of Needs (Design)
Affordance
16. The tendency for people to perform better or worse based on the expectations of another.
Signal- to- Noise Ratio
Pygmalion Effect
Rosenthal Effect
Visibility
17. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Progressive Disclosure
Prototyping
Depth of Processing
Framing
18. 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.
Hierarchy
Hierarchy of Needs (Design)
Performance Load
Entry Point
19. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Normal Distribution
Cost-Benefit
Forgiveness
20. 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
Fitts' Law
Common Fate
Consistency
Hierarchy
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Expectation Effect
Inverted Pyramid
Waist to Hip Ratio
Accessibility
22. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Convergence
Closure
Symmetry
Face- ism Ratio
23. 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.
Accessibility
Uniform Connectedness
Baby-Face Bias
Mapping
24. A technique for bringing attention to an area of text or image.
Mental Model
Highlighting
Iteration
Development Cycle
25. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Hierarchy of Needs (Design)
Mnemonic Device
Cognitive Dissonance
Ockham's Razor
26. A process of repeating a set of operation until a specific result is achieved.
Weakest Link
Iteration
Performance vs. Preference
Control
27. A property in which a form is made up of parts similar to the whole or to one another.
Alignment
Weakest Link
Self- similarity
Serial Position Effects
28. Elements that are close together are percieved to be more related than elements that are farther apart.
Fitts' Law
Inverted Pyramid
Shaping
Proximity
29. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Cognitive Dissonance
Similarity
Hierarchy of Needs (Design)
Closure
30. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Constraint
Proximity
Performance vs. Preference
Iconic Representation
31. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Control
Halo Effect
Entry Point
80/20 Rule
32. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Forgiveness
Mnemonic Device
Control
Structural Forms
33. A sequence of numbers in which each number is the sum of the preceding two.
Form Follows Function
Exposure Effect
Flexibility-Usability Tradeoff
Fibonacci Sequence
34. A process in which similar characteristics evolve independently in multiple systems.
Hick's Law
Prospect-Refuge
Threat detection
Convergence
35. A tendency to see objects and patterns as 3D when certain visual cues are present.
Signal- to- Noise Ratio
Three- Dimensional Projection
Performance vs. Preference
Serial Position Effects
36. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Uncertainty Principle
Most Average Facial Appearance Effect
Closure
Exposure Effect
37. The time required to move to a target is a function of the target size and distance to the target.
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38. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Common Fate
Legibility
Readability
Law of Pragnanz
39. The use of pictorial images to improve the recognition and recall of signs and controls.
Von Restorff Effect
Iconic Representation
Comparison
Prototyping
40. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Inverted Pyramid
Threat detection
Affordance
41. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Exposure Effect
Baby-Face Bias
Figure-Ground Relationship
Confirmation
42. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Operant Conditioning
Halo Effect
Forgiveness
43. A method of limiting the actions that can be performed on a system.
Forgiveness
Constraint
Structural Forms
Threat detection
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Ockham's Razor
Flexibility-Usability Tradeoff
Orientation Sensitivity
Modularity
45. A property of visual equivalence among elements in a form.
Consistency
Attractiveness Bias
Symmetry
Recognition over recall
46. 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)
Scaling Fallacy
Law of Pragnanz
Common Fate
Depth of Processing
47. 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.
Common Fate
Chunking
Closure
Picture Superiority Effect
48. A technique that influences decision making and judgement by manipulating the way information is presented.
Halo Effect
Framing
Convergence
Pygmalion Effect
49. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Similarity
Five Hat Racks
Convergence
Cost-Benefit
50. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Redundancy
Progressive Disclosure
Errors
Pygmalion Effect
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