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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. An attribute of an object that allows people to intuitively know how to use it
Gutenberg Diagram
Visibility
Fibonacci Sequence
Affordance
2. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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3. Given a choice between functionally equivalent designs - the simplest design should be selected.
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4. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Self- similarity
Performance Load
Cognitive Dissonance
Consistency
5. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Readability
Redundancy
Uniform Connectedness
6. As the flexiblity of a system increases - its usability decreases.
Expectation Effect
Flexibility-Usability Tradeoff
Layering
Inverted Pyramid
7. The time it takes to make a decision increases as the number of alternatives increases.
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8. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Comparison
Halo Effect
Exposure Effect
Five Hat Racks
9. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Prototyping
Halo Effect
Iteration
Constancy
10. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Five Hat Racks
Modularity
Readability
Affordance
11. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Law of Pragnanz
Uniform Connectedness
Storytelling
Top- Down Lighting Bias
12. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Affordance
Baby-Face Bias
Entry Point
Structural Forms
13. A technique that influences decision making and judgement by manipulating the way information is presented.
Forgiveness
Framing
Picture Superiority Effect
Halo Effect
14. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Progressive Disclosure
Demand Characteristics
Scaling Fallacy
Development Cycle
15. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Self- similarity
Modularity
Signal- to- Noise Ratio
Threat detection
16. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Scaling Fallacy
Attractiveness Bias
Development Cycle
Performance vs. Preference
17. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Readability
Factor of Safety
Baby-Face Bias
Progressive Disclosure
18. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Golden Ratio
Progressive Disclosure
Attractiveness Bias
19. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Highlighting
Gutenberg Diagram
Cognitive Dissonance
Law of Pragnanz
20. An original model on which something is patterned
Modularity
Archetype
Top- Down Lighting Bias
Layering
21. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Demand Characteristics
Common Fate
Three- Dimensional Projection
Immersion
22. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Operant Conditioning
Comparison
Maslow's Hierarchy of Needs
Most Average Facial Appearance Effect
23. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Comparison
Exposure Effect
Golden Ratio
Development Cycle
24. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Five Hat Racks
Chunking
Pygmalion Effect
25. The debgree to which prose can be understood - based on the complexity of words and sentences.
Hierarchy
Wayfinding
Readability
Iconic Representation
26. 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.
Constancy
Feedback Loop
Uniform Connectedness
Threat detection
27. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Feedback Loop
Flexibility-Usability Tradeoff
Legibility
Classical Conditioning
28. Memory for recognizing things is better than memory for recalling things.
Cost-Benefit
Feedback Loop
Recognition over recall
Uniform Connectedness
29. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Iteration
Constancy
Three- Dimensional Projection
30. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Constancy
Legibility
Structural Forms
31. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Face- ism Ratio
Scaling Fallacy
Common Fate
Weakest Link
32. Elements that are close together are percieved to be more related than elements that are farther apart.
Golden Ratio
Proximity
Exposure Effect
Expectation Effect
33. 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.
Self- similarity
Savanna Preference
Rule of Thirds
Uniform Connectedness
34. A process in which similar characteristics evolve independently in multiple systems.
Immersion
Baby-Face Bias
Hierarchy
Convergence
35. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Storytelling
Proximity
Halo Effect
36. 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.
Framing
Consistency
Errors
Chunking
37. 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.)
Weakest Link
Mimicry
Expectation Effect
Consistency
38. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Baby-Face Bias
Affordance
Proximity
Structural Forms
39. A technique for bringing attention to an area of text or image.
Demand Characteristics
Highlighting
Closure
Cognitive Dissonance
40. 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?)
Rule of Thirds
Von Restorff Effect
Cost-Benefit
Threat detection
41. 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.
Threat detection
Figure-Ground Relationship
Mapping
Control
42. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Hawthorne Effect
Storytelling
Demand Characteristics
Highlighting
43. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Five Hat Racks
Control
Figure-Ground Relationship
Form Follows Function
44. 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
Entry Point
Common Fate
Three- Dimensional Projection
45. The tendency for people to behave differently when they know they are being studied
Performance Load
Hawthorne Effect
Layering
Framing
46. A property in which a form is made up of parts similar to the whole or to one another.
Von Restorff Effect
Hierarchy
Self- similarity
Common Fate
47. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Law of Pragnanz
Five Hat Racks
Waist to Hip Ratio
Closure
48. The time required to move to a target is a function of the target size and distance to the target.
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49. The relative ease with which a destination - idea - or concept may be reached.
Ockham's Razor
Accessibility
Orientation Sensitivity
Highlighting
50. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Weakest Link
Figure-Ground Relationship
Archetype
Law of Pragnanz
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