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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
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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 process in which similar characteristics evolve independently in multiple systems.
Immersion
Convergence
Expectation Effect
Orientation Sensitivity
2. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Rule of Thirds
Prospect-Refuge
Readability
3. 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
Ockham's Razor
Chunking
Shaping
4. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Prototyping
Orientation Sensitivity
Face- ism Ratio
Five Hat Racks
5. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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6. Pictures are remembered better than words.
Hierarchy of Needs (Design)
Pygmalion Effect
Mnemonic Device
Picture Superiority Effect
7. 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
Exposure Effect
Common Fate
Defensible Space
Gutenberg Diagram
8. The use of pictorial images to improve the recognition and recall of signs and controls.
Similarity
Iconic Representation
Modularity
Errors
9. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Development Cycle
Prototyping
Figure-Ground Relationship
Immersion
10. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Cognitive Dissonance
Inverted Pyramid
Five Hat Racks
Performance Load
11. The usability of a system is improved when similar parts are expressed in similar ways.
Form Follows Function
Hierarchy of Needs (Design)
Von Restorff Effect
Consistency
12. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Waist to Hip Ratio
Forgiveness
Picture Superiority Effect
Closure
13. 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?)
Pygmalion Effect
Cost-Benefit
Mnemonic Device
Readability
14. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Immersion
Modularity
Visibility
Performance Load
15. Memory for recognizing things is better than memory for recalling things.
Self- similarity
Recognition over recall
Performance vs. Preference
Modularity
16. 80% of the effects generated by any large system are caused by 20% of the variables.
Development Cycle
80/20 Rule
Hierarchy
Progressive Disclosure
17. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Framing
Symmetry
Progressive Disclosure
Comparison
18. 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.
Pygmalion Effect
Mnemonic Device
Good Continuation
Maslow's Hierarchy of Needs
19. Elements that are close together are percieved to be more related than elements that are farther apart.
Feedback Loop
Performance vs. Preference
Forgiveness
Proximity
20. A tendency to see objects and patterns as 3D when certain visual cues are present.
Prospect-Refuge
Garbage In - Garbage Out
Good Continuation
Three- Dimensional Projection
21. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Ockham's Razor
Operant Conditioning
Life Cycle
Mimicry
22. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Fitts' Law
Framing
Closure
Interference Effects
23. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Modularity
Progressive Disclosure
Structural Forms
24. Patients experience treatment effects based on their belief that a treatment will work.
Highlighting
Uncertainty Principle
Placebo effect
Orientation Sensitivity
25. 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)
Hierarchy
Scaling Fallacy
Recognition over recall
Depth of Processing
26. The relative ease with which a destination - idea - or concept may be reached.
Constancy
Baby-Face Bias
Accessibility
Demand Characteristics
27. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Convergence
Threat detection
Mental Model
28. Given a choice between functionally equivalent designs - the simplest design should be selected.
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29. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Expectation Effect
Rosenthal Effect
Five Hat Racks
Layering
30. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Performance vs. Preference
Structural Forms
Entry Point
Threat detection
31. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Modularity
Chunking
Wayfinding
32. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Control
Baby-Face Bias
Defensible Space
Feedback Loop
33. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Modularity
Weakest Link
Entry Point
Shaping
34. 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.)
Ockham's Razor
Expectation Effect
Serial Position Effects
Performance Load
35. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Self- similarity
Convergence
Development Cycle
Readability
36. 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.
Rule of Thirds
Closure
Redundancy
Accessibility
37. 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
Depth of Processing
Affordance
Convergence
38. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Halo Effect
Face- ism Ratio
Constancy
Five Hat Racks
39. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Shaping
Mnemonic Device
Gutenberg Diagram
Immersion
40. 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.
Orientation Sensitivity
Feedback Loop
Threat detection
Readability
41. A technique for bringing attention to an area of text or image.
Highlighting
Framing
Attractiveness Bias
Visibility
42. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Recognition over recall
Demand Characteristics
Attractiveness Bias
Layering
43. A property of visual equivalence among elements in a form.
Wayfinding
Placebo effect
Affordance
Symmetry
44. The process of using spatial and environmental information to navigate to a destination.
Rule of Thirds
Wayfinding
Figure-Ground Relationship
Golden Ratio
45. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Structural Forms
Demand Characteristics
Orientation Sensitivity
Hawthorne Effect
46. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Gutenberg Diagram
Waist to Hip Ratio
Rule of Thirds
Depth of Processing
47. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Visibility
Mental Model
Exposure Effect
Fibonacci Sequence
48. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Visibility
Gutenberg Diagram
Redundancy
Hierarchy
49. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Interference Effects
Errors
Confirmation
50. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Face- ism Ratio
Hick's Law
Weakest Link
Wayfinding
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