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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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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. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Von Restorff Effect
Attractiveness Bias
Interference Effects
2. Teachers treat students differently based on their expectations of how students will perform.
Scaling Fallacy
Rosenthal Effect
Legibility
Five Hat Racks
3. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Signal- to- Noise Ratio
Mnemonic Device
Control
Structural Forms
4. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Closure
Storytelling
Confirmation
5. An attribute of an object that allows people to intuitively know how to use it
Feedback Loop
Uncertainty Principle
Convergence
Affordance
6. 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)
Archetype
Prospect-Refuge
Interference Effects
Scaling Fallacy
7. 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.
Control
Waist to Hip Ratio
Mental Model
Iteration
8. Elements that are similar are perceived to be more related than elements that are dissimilar.
Uniform Connectedness
Similarity
Control
Halo Effect
9. 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.
Classical Conditioning
Mapping
Expectation Effect
Operant Conditioning
10. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Figure-Ground Relationship
Operant Conditioning
Life Cycle
Five Hat Racks
11. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mapping
Errors
Three- Dimensional Projection
Shaping
12. People understand and interact with systems and environments based on mental representations developed from experience.
Framing
Mental Model
Rule of Thirds
Constancy
13. 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
Expectation Effect
Consistency
Waist to Hip Ratio
Common Fate
14. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Mental Model
Fitts' Law
Modularity
15. Elements that are close together are percieved to be more related than elements that are farther apart.
Rosenthal Effect
Picture Superiority Effect
Closure
Proximity
16. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Consistency
Rule of Thirds
Readability
17. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Picture Superiority Effect
Redundancy
Comparison
Face- ism Ratio
18. Patients experience treatment effects based on their belief that a treatment will work.
Scaling Fallacy
Convergence
Satisficing
Placebo effect
19. 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.
Classical Conditioning
Prototyping
Hierarchy of Needs (Design)
Mimicry
20. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Operant Conditioning
Performance vs. Preference
Prospect-Refuge
Archetype
21. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Highlighting
Uncertainty Principle
Confirmation
22. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Development Cycle
Form Follows Function
Accessibility
Structural Forms
23. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Development Cycle
Similarity
Forgiveness
24. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Common Fate
Weakest Link
80/20 Rule
Prototyping
25. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Three- Dimensional Projection
Legibility
Forgiveness
Wayfinding
26. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Entry Point
Iconic Representation
Savanna Preference
Control
27. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Hick's Law
Shaping
Law of Pragnanz
Ockham's Razor
28. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Demand Characteristics
Iteration
Self- similarity
29. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Exposure Effect
Gutenberg Diagram
Expectation Effect
30. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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31. The time it takes to make a decision increases as the number of alternatives increases.
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32. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Errors
Flexibility-Usability Tradeoff
Factor of Safety
Demand Characteristics
33. A method of limiting the actions that can be performed on a system.
Uncertainty Principle
Comparison
Constraint
Mapping
34. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Top- Down Lighting Bias
Factor of Safety
Proximity
Uniform Connectedness
35. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Hawthorne Effect
Defensible Space
Cognitive Dissonance
Pygmalion Effect
36. A process in which similar characteristics evolve independently in multiple systems.
Placebo effect
Face- ism Ratio
Orientation Sensitivity
Convergence
37. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Visibility
Layering
Errors
38. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Legibility
Ockham's Razor
Placebo effect
Modularity
39. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Constraint
Performance Load
Prototyping
Exposure Effect
40. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Expectation Effect
Rosenthal Effect
Figure-Ground Relationship
41. The quality of system output is dependent on the quality of system input.
Factor of Safety
Garbage In - Garbage Out
Control
Redundancy
42. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Consistency
Top- Down Lighting Bias
Modularity
Errors
43. 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
Shaping
Five Hat Racks
Proximity
44. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Convergence
Halo Effect
Chunking
45. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Placebo effect
Rule of Thirds
Factor of Safety
Halo Effect
46. A property of visual equivalence among elements in a form.
Mimicry
Symmetry
Signal- to- Noise Ratio
Cost-Benefit
47. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Hierarchy of Needs (Design)
Pygmalion Effect
Exposure Effect
Three- Dimensional Projection
48. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Defensible Space
Layering
Picture Superiority Effect
Recognition over recall
49. 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.
Hawthorne Effect
Factor of Safety
Attractiveness Bias
Savanna Preference
50. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Iteration
Consistency
Forgiveness
Baby-Face Bias
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