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Test your basic knowledge |
Design Principles
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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. 80% of the effects generated by any large system are caused by 20% of the variables.
Proximity
Demand Characteristics
Alignment
80/20 Rule
2. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Good Continuation
Archetype
Demand Characteristics
Gutenberg Diagram
3. 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.)
Depth of Processing
Cognitive Dissonance
Development Cycle
Expectation Effect
4. The relative ease with which a destination - idea - or concept may be reached.
Five Hat Racks
Mental Model
Depth of Processing
Accessibility
5. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Similarity
Storytelling
Confirmation
Performance vs. Preference
6. Teachers treat students differently based on their expectations of how students will perform.
Mental Model
Storytelling
Rosenthal Effect
Visibility
7. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Normal Distribution
Framing
Performance vs. Preference
8. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Hierarchy
Mimicry
Alignment
Uncertainty Principle
9. A technique that influences decision making and judgement by manipulating the way information is presented.
Comparison
Mental Model
Framing
Top- Down Lighting Bias
10. The use of pictorial images to improve the recognition and recall of signs and controls.
Cognitive Dissonance
Iconic Representation
Law of Pragnanz
Uncertainty Principle
11. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Scaling Fallacy
Golden Ratio
Structural Forms
Cognitive Dissonance
12. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Attractiveness Bias
Constancy
Interference Effects
Gutenberg Diagram
13. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Three- Dimensional Projection
Prospect-Refuge
Flexibility-Usability Tradeoff
Errors
14. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Self- similarity
Garbage In - Garbage Out
Inverted Pyramid
Rule of Thirds
15. A process in which similar characteristics evolve independently in multiple systems.
Rosenthal Effect
Convergence
Inverted Pyramid
Signal- to- Noise Ratio
16. The debgree to which prose can be understood - based on the complexity of words and sentences.
Convergence
Recognition over recall
Readability
Placebo effect
17. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Hierarchy of Needs (Design)
Layering
Uncertainty Principle
Expectation Effect
18. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Orientation Sensitivity
Self- similarity
Storytelling
Five Hat Racks
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Iteration
Legibility
Depth of Processing
20. An attribute of an object that allows people to intuitively know how to use it
Closure
Waist to Hip Ratio
Affordance
Life Cycle
21. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Flexibility-Usability Tradeoff
Archetype
Uniform Connectedness
Legibility
22. The time required to move to a target is a function of the target size and distance to the target.
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23. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Three- Dimensional Projection
Progressive Disclosure
Interference Effects
Framing
24. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Mapping
Modularity
Golden Ratio
Performance vs. Preference
25. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Chunking
Progressive Disclosure
Mimicry
Control
26. 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?)
Demand Characteristics
Development Cycle
Cost-Benefit
Symmetry
27. A process of repeating a set of operation until a specific result is achieved.
Readability
Cognitive Dissonance
Chunking
Iteration
28. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Defensible Space
Closure
Form Follows Function
Threat detection
29. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Forgiveness
Depth of Processing
Mental Model
Waist to Hip Ratio
30. Given a choice between functionally equivalent designs - the simplest design should be selected.
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31. 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.
Interference Effects
Fibonacci Sequence
Storytelling
Savanna Preference
32. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Scaling Fallacy
Von Restorff Effect
Most Average Facial Appearance Effect
Rosenthal Effect
33. 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.
Serial Position Effects
Maslow's Hierarchy of Needs
Feedback Loop
Development Cycle
34. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Picture Superiority Effect
Depth of Processing
Exposure Effect
Shaping
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Performance Load
Affordance
Rule of Thirds
Figure-Ground Relationship
36. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Shaping
Interference Effects
Chunking
37. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Hierarchy of Needs (Design)
Demand Characteristics
Immersion
Expectation Effect
38. A method of limiting the actions that can be performed on a system.
Interference Effects
Baby-Face Bias
Mapping
Constraint
39. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Rosenthal Effect
Progressive Disclosure
Confirmation
Forgiveness
40. As the flexiblity of a system increases - its usability decreases.
Life Cycle
Flexibility-Usability Tradeoff
Form Follows Function
Normal Distribution
41. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Proximity
Factor of Safety
Structural Forms
Prototyping
42. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Halo Effect
Five Hat Racks
Hierarchy
Three- Dimensional Projection
43. A property of visual equivalence among elements in a form.
Layering
Uniform Connectedness
Symmetry
Closure
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Form Follows Function
Three- Dimensional Projection
Iteration
Performance Load
45. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Mapping
Layering
Interference Effects
Attractiveness Bias
46. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Cost-Benefit
Attractiveness Bias
Comparison
Top- Down Lighting Bias
47. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Garbage In - Garbage Out
Attractiveness Bias
Classical Conditioning
Most Average Facial Appearance Effect
48. The usability of a system is improved when similar parts are expressed in similar ways.
Satisficing
Readability
Consistency
Storytelling
49. A sequence of numbers in which each number is the sum of the preceding two.
Placebo effect
Most Average Facial Appearance Effect
Fibonacci Sequence
Classical Conditioning
50. Elements that are close together are percieved to be more related than elements that are farther apart.
Visibility
Cognitive Dissonance
Face- ism Ratio
Proximity
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