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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. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Operant Conditioning
Alignment
Flexibility-Usability Tradeoff
2. 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
Weakest Link
Control
Modularity
3. 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.
Life Cycle
Golden Ratio
Good Continuation
Uncertainty Principle
4. The usability of a system is improved when similar parts are expressed in similar ways.
Flexibility-Usability Tradeoff
Self- similarity
Consistency
Figure-Ground Relationship
5. 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.
Top- Down Lighting Bias
Legibility
Flexibility-Usability Tradeoff
Hierarchy of Needs (Design)
6. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Threat detection
Fibonacci Sequence
Convergence
Rule of Thirds
7. People understand and interact with systems and environments based on mental representations developed from experience.
Progressive Disclosure
Golden Ratio
Similarity
Mental Model
8. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Prospect-Refuge
Garbage In - Garbage Out
Performance Load
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.
Visibility
Feedback Loop
Figure-Ground Relationship
Mapping
10. 80% of the effects generated by any large system are caused by 20% of the variables.
Law of Pragnanz
80/20 Rule
Convergence
Depth of Processing
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Cognitive Dissonance
Consistency
Life Cycle
Top- Down Lighting Bias
12. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Uniform Connectedness
Face- ism Ratio
Attractiveness Bias
13. Elements that are similar are perceived to be more related than elements that are dissimilar.
Golden Ratio
Structural Forms
Similarity
Prospect-Refuge
14. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Golden Ratio
Highlighting
Structural Forms
Rosenthal Effect
15. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Fitts' Law
Storytelling
Mimicry
16. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Factor of Safety
Threat detection
Constancy
Mental Model
17. 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.
Iconic Representation
Demand Characteristics
Constraint
Savanna Preference
18. Given a choice between functionally equivalent designs - the simplest design should be selected.
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19. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Most Average Facial Appearance Effect
Performance vs. Preference
Fitts' Law
Hierarchy
20. The usability of a system is improved when its status and methods of use are clearly visible.
Mnemonic Device
Readability
Performance vs. Preference
Visibility
21. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Fibonacci Sequence
Demand Characteristics
Gutenberg Diagram
22. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Comparison
Confirmation
Operant Conditioning
Closure
23. The time required to move to a target is a function of the target size and distance to the target.
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24. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Similarity
Constraint
Figure-Ground Relationship
Scaling Fallacy
25. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Garbage In - Garbage Out
Normal Distribution
Iteration
Cognitive Dissonance
26. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Visibility
Maslow's Hierarchy of Needs
Closure
Affordance
27. The use of pictorial images to improve the recognition and recall of signs and controls.
Mental Model
Performance vs. Preference
Iconic Representation
Waist to Hip Ratio
28. 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
Similarity
Chunking
Picture Superiority Effect
29. Pictures are remembered better than words.
Common Fate
Fitts' Law
Picture Superiority Effect
Chunking
30. Elements that are close together are percieved to be more related than elements that are farther apart.
Hick's Law
Cost-Benefit
Convergence
Proximity
31. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Depth of Processing
Five Hat Racks
Feedback Loop
Normal Distribution
32. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Form Follows Function
Pygmalion Effect
Immersion
Flexibility-Usability Tradeoff
33. 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.
Redundancy
Orientation Sensitivity
Mental Model
Entry Point
34. Teachers treat students differently based on their expectations of how students will perform.
Convergence
Scaling Fallacy
Consistency
Rosenthal Effect
35. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Self- similarity
Ockham's Razor
Comparison
Common Fate
36. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Law of Pragnanz
Closure
Mnemonic Device
Interference Effects
37. A sequence of numbers in which each number is the sum of the preceding two.
Hawthorne Effect
Pygmalion Effect
Feedback Loop
Fibonacci Sequence
38. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Legibility
Rosenthal Effect
Inverted Pyramid
Serial Position Effects
39. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Interference Effects
Factor of Safety
Classical Conditioning
Archetype
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Placebo effect
Inverted Pyramid
Storytelling
Demand Characteristics
41. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Mapping
Convergence
Garbage In - Garbage Out
Most Average Facial Appearance Effect
42. A method of limiting the actions that can be performed on a system.
Demand Characteristics
Flexibility-Usability Tradeoff
Constraint
Most Average Facial Appearance Effect
43. The relative ease with which a destination - idea - or concept may be reached.
Forgiveness
Self- similarity
Serial Position Effects
Accessibility
44. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Common Fate
Uniform Connectedness
Form Follows Function
Expectation Effect
45. An attribute of an object that allows people to intuitively know how to use it
Errors
Halo Effect
Affordance
Gutenberg Diagram
46. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Waist to Hip Ratio
Consistency
Hierarchy
47. The debgree to which prose can be understood - based on the complexity of words and sentences.
Placebo effect
Depth of Processing
Baby-Face Bias
Readability
48. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Entry Point
Ockham's Razor
Mnemonic Device
Fibonacci Sequence
49. 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
80/20 Rule
Picture Superiority Effect
Five Hat Racks
Common Fate
50. 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.
Fitts' Law
Feedback Loop
Chunking
Self- similarity
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