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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 limiting the actions that can be performed on a system.
Five Hat Racks
Constraint
Recognition over recall
Normal Distribution
2. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Self- similarity
Forgiveness
Control
Prototyping
3. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Von Restorff Effect
Self- similarity
Wayfinding
Control
4. An action or ommission of action yielding an unintended result.
Hierarchy of Needs (Design)
Serial Position Effects
Errors
80/20 Rule
5. A process of repeating a set of operation until a specific result is achieved.
Iteration
Mental Model
Gutenberg Diagram
80/20 Rule
6. The time it takes to make a decision increases as the number of alternatives increases.
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7. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Signal- to- Noise Ratio
Mapping
Affordance
8. 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.
Chunking
Attractiveness Bias
Hick's Law
Garbage In - Garbage Out
9. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Performance vs. Preference
Alignment
Flexibility-Usability Tradeoff
Signal- to- Noise Ratio
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Depth of Processing
Iconic Representation
Legibility
Weakest Link
11. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Symmetry
Orientation Sensitivity
Top- Down Lighting Bias
Confirmation
12. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Form Follows Function
Feedback Loop
Prospect-Refuge
13. Patients experience treatment effects based on their belief that a treatment will work.
Von Restorff Effect
Placebo effect
Comparison
Chunking
14. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Inverted Pyramid
Picture Superiority Effect
Legibility
15. The tendency for people to behave differently when they know they are being studied
Gutenberg Diagram
Hawthorne Effect
Convergence
Similarity
16. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Five Hat Racks
Progressive Disclosure
Consistency
17. The quality of system output is dependent on the quality of system input.
Flexibility-Usability Tradeoff
Garbage In - Garbage Out
Inverted Pyramid
Prototyping
18. The usability of a system is improved when similar parts are expressed in similar ways.
Exposure Effect
Consistency
Weakest Link
Factor of Safety
19. The relative ease with which a destination - idea - or concept may be reached.
Accessibility
Mnemonic Device
Cognitive Dissonance
Progressive Disclosure
20. 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)
Ockham's Razor
Fibonacci Sequence
Scaling Fallacy
Form Follows Function
21. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Savanna Preference
Cognitive Dissonance
Consistency
Constancy
22. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Recognition over recall
Iteration
Mimicry
Iconic Representation
23. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Layering
Weakest Link
Affordance
24. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Inverted Pyramid
Mimicry
Picture Superiority Effect
Uniform Connectedness
25. A tendency to see objects and patterns as 3D when certain visual cues are present.
Picture Superiority Effect
Hick's Law
Three- Dimensional Projection
Weakest Link
26. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Mapping
Control
Entry Point
Similarity
27. A property in which a form is made up of parts similar to the whole or to one another.
Legibility
Similarity
Self- similarity
Fitts' Law
28. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Ockham's Razor
Mental Model
Framing
29. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Satisficing
Common Fate
Orientation Sensitivity
30. A process in which similar characteristics evolve independently in multiple systems.
Placebo effect
Orientation Sensitivity
Convergence
Performance Load
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Halo Effect
Archetype
Development Cycle
Legibility
32. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Pygmalion Effect
Storytelling
Most Average Facial Appearance Effect
Threat detection
33. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Von Restorff Effect
Cognitive Dissonance
Halo Effect
Wayfinding
34. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Good Continuation
Highlighting
Golden Ratio
35. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
80/20 Rule
Confirmation
Framing
Self- similarity
36. Teachers treat students differently based on their expectations of how students will perform.
Fibonacci Sequence
Performance Load
Rosenthal Effect
Prototyping
37. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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38. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Errors
Waist to Hip Ratio
Fitts' Law
Entry Point
39. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Common Fate
Threat detection
Hierarchy
Rule of Thirds
40. 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.
Mapping
Archetype
Forgiveness
Signal- to- Noise Ratio
41. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Legibility
Performance Load
Framing
Demand Characteristics
42. An original model on which something is patterned
Attractiveness Bias
Archetype
Form Follows Function
Prototyping
43. 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
Similarity
Exposure Effect
Common Fate
Fibonacci Sequence
44. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Recognition over recall
Fibonacci Sequence
Factor of Safety
Convergence
45. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Immersion
Self- similarity
Alignment
Progressive Disclosure
46. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Highlighting
Most Average Facial Appearance Effect
Performance vs. Preference
80/20 Rule
47. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Life Cycle
Immersion
Modularity
48. 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.
Feedback Loop
Interference Effects
Maslow's Hierarchy of Needs
Face- ism Ratio
49. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Proximity
Normal Distribution
Mnemonic Device
Fibonacci Sequence
50. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Pygmalion Effect
Legibility
Baby-Face Bias
Self- similarity
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