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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. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Redundancy
Prospect-Refuge
Halo Effect
Performance vs. Preference
2. 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)
Baby-Face Bias
Modularity
Scaling Fallacy
Proximity
3. The tendency for people to perform better or worse based on the expectations of another.
Picture Superiority Effect
Uncertainty Principle
Pygmalion Effect
Maslow's Hierarchy of Needs
4. The usability of a system is improved when its status and methods of use are clearly visible.
Mimicry
Visibility
Affordance
Factor of Safety
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Picture Superiority Effect
Performance Load
Form Follows Function
Iteration
6. Given a choice between functionally equivalent designs - the simplest design should be selected.
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7. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Feedback Loop
Hierarchy
Scaling Fallacy
Halo Effect
8. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Threat detection
Wayfinding
Immersion
9. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Figure-Ground Relationship
Development Cycle
Baby-Face Bias
Progressive Disclosure
10. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Uniform Connectedness
Orientation Sensitivity
Exposure Effect
Weakest Link
11. 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
Visibility
Common Fate
Constancy
Self- similarity
12. 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
Golden Ratio
Baby-Face Bias
Pygmalion Effect
13. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Fitts' Law
Mnemonic Device
Control
14. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hierarchy of Needs (Design)
Prospect-Refuge
Face- ism Ratio
Affordance
15. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Comparison
Performance vs. Preference
Inverted Pyramid
16. An action or ommission of action yielding an unintended result.
Feedback Loop
Placebo effect
Errors
Orientation Sensitivity
17. 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.
Storytelling
Life Cycle
Mapping
Form Follows Function
18. People understand and interact with systems and environments based on mental representations developed from experience.
Recognition over recall
Golden Ratio
Mapping
Mental Model
19. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Errors
Gutenberg Diagram
Self- similarity
Demand Characteristics
20. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Orientation Sensitivity
Signal- to- Noise Ratio
Mimicry
Constancy
21. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Storytelling
Ockham's Razor
Hierarchy of Needs (Design)
22. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Hawthorne Effect
Von Restorff Effect
Operant Conditioning
Wayfinding
23. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Wayfinding
Three- Dimensional Projection
Scaling Fallacy
24. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Weakest Link
Wayfinding
Accessibility
25. 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?)
Mnemonic Device
Cost-Benefit
Exposure Effect
Immersion
26. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Cost-Benefit
Consistency
Modularity
Rule of Thirds
27. An original model on which something is patterned
Mnemonic Device
Archetype
Law of Pragnanz
Expectation Effect
28. 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.)
Rule of Thirds
Confirmation
Expectation Effect
Mental Model
29. A ratio within the elements of a form - such as height to width - approximating 0.618.
Flexibility-Usability Tradeoff
Good Continuation
Picture Superiority Effect
Golden Ratio
30. 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.
Control
Errors
Redundancy
Wayfinding
31. Memory for recognizing things is better than memory for recalling things.
Redundancy
Constraint
Recognition over recall
Uncertainty Principle
32. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Convergence
Affordance
Cognitive Dissonance
33. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Von Restorff Effect
Fibonacci Sequence
Depth of Processing
Proximity
34. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Storytelling
Hierarchy of Needs (Design)
Hawthorne Effect
Hierarchy
35. A process of repeating a set of operation until a specific result is achieved.
Performance Load
Control
Visibility
Iteration
36. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Storytelling
Feedback Loop
Shaping
Layering
37. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Shaping
Archetype
Mimicry
38. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Affordance
Factor of Safety
Normal Distribution
Mimicry
39. Pictures are remembered better than words.
Common Fate
Cognitive Dissonance
Picture Superiority Effect
Closure
40. The time it takes to make a decision increases as the number of alternatives increases.
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41. 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
Form Follows Function
Figure-Ground Relationship
42. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Self- similarity
Layering
Affordance
Classical Conditioning
43. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Similarity
Layering
Legibility
Life Cycle
44. The tendency for people to behave differently when they know they are being studied
Iconic Representation
Hawthorne Effect
Wayfinding
Control
45. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Shaping
Weakest Link
Rosenthal Effect
Mapping
46. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Rule of Thirds
Maslow's Hierarchy of Needs
Golden Ratio
47. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Rule of Thirds
Hick's Law
Figure-Ground Relationship
Life Cycle
48. A method of limiting the actions that can be performed on a system.
Iteration
Expectation Effect
Demand Characteristics
Constraint
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Common Fate
Progressive Disclosure
Garbage In - Garbage Out
Prototyping
50. A technique that influences decision making and judgement by manipulating the way information is presented.
Visibility
Savanna Preference
Framing
Picture Superiority Effect
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