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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. 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
Archetype
Symmetry
Affordance
2. A method of limiting the actions that can be performed on a system.
Common Fate
Exposure Effect
Constraint
Iteration
3. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Cost-Benefit
Affordance
Mental Model
4. Memory for recognizing things is better than memory for recalling things.
Hierarchy
Recognition over recall
Closure
Rosenthal Effect
5. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Rosenthal Effect
Weakest Link
80/20 Rule
Defensible Space
6. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Entry Point
Forgiveness
Five Hat Racks
Hick's Law
7. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
80/20 Rule
Hierarchy
Readability
8. An action or ommission of action yielding an unintended result.
Errors
Normal Distribution
Similarity
Most Average Facial Appearance Effect
9. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Hawthorne Effect
Good Continuation
Figure-Ground Relationship
Ockham's Razor
10. Elements that are similar are perceived to be more related than elements that are dissimilar.
Iteration
Cost-Benefit
Similarity
80/20 Rule
11. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Structural Forms
Control
Entry Point
Pygmalion Effect
12. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Mnemonic Device
Alignment
Chunking
Progressive Disclosure
13. An attribute of an object that allows people to intuitively know how to use it
Affordance
Iteration
Ockham's Razor
Constancy
14. People understand and interact with systems and environments based on mental representations developed from experience.
Progressive Disclosure
Mental Model
Mimicry
Law of Pragnanz
15. Pictures are remembered better than words.
Picture Superiority Effect
Flexibility-Usability Tradeoff
Legibility
Mapping
16. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Demand Characteristics
Performance Load
Depth of Processing
Golden Ratio
17. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Operant Conditioning
Constancy
Uncertainty Principle
18. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Maslow's Hierarchy of Needs
Cost-Benefit
Placebo effect
Orientation Sensitivity
19. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mental Model
Uncertainty Principle
Self- similarity
Halo Effect
20. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Expectation Effect
Rule of Thirds
Inverted Pyramid
21. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Mental Model
Rosenthal Effect
Entry Point
Golden Ratio
22. The relative ease with which a destination - idea - or concept may be reached.
Defensible Space
Attractiveness Bias
Form Follows Function
Accessibility
23. Given a choice between functionally equivalent designs - the simplest design should be selected.
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24. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Halo Effect
Wayfinding
Depth of Processing
Forgiveness
25. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Entry Point
Readability
Life Cycle
Closure
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.
Weakest Link
Threat detection
Feedback Loop
Mental Model
27. The debgree to which prose can be understood - based on the complexity of words and sentences.
Structural Forms
Entry Point
Good Continuation
Readability
28. An original model on which something is patterned
Life Cycle
80/20 Rule
Recognition over recall
Archetype
29. 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.
Inverted Pyramid
Redundancy
Classical Conditioning
Normal Distribution
30. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Mapping
Constancy
Garbage In - Garbage Out
Storytelling
31. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Performance vs. Preference
Progressive Disclosure
Confirmation
Weakest Link
32. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Modularity
Flexibility-Usability Tradeoff
Defensible Space
Progressive Disclosure
33. A sequence of numbers in which each number is the sum of the preceding two.
Structural Forms
Hierarchy
Mnemonic Device
Fibonacci Sequence
34. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Top- Down Lighting Bias
Hick's Law
Garbage In - Garbage Out
Rule of Thirds
35. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Serial Position Effects
Five Hat Racks
Satisficing
Layering
36. The time required to move to a target is a function of the target size and distance to the target.
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37. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Maslow's Hierarchy of Needs
Form Follows Function
Face- ism Ratio
Symmetry
38. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Self- similarity
Similarity
Storytelling
Figure-Ground Relationship
39. The process of using spatial and environmental information to navigate to a destination.
Savanna Preference
Wayfinding
Progressive Disclosure
Interference Effects
40. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Most Average Facial Appearance Effect
Framing
Interference Effects
41. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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42. A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items in the middle of a list.
Depth of Processing
Serial Position Effects
Modularity
Structural Forms
43. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Common Fate
Closure
Structural Forms
44. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Flexibility-Usability Tradeoff
Mimicry
Scaling Fallacy
Mnemonic Device
45. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Top- Down Lighting Bias
Recognition over recall
Legibility
Satisficing
46. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Pygmalion Effect
Rosenthal Effect
Law of Pragnanz
Immersion
47. A property in which a form is made up of parts similar to the whole or to one another.
Scaling Fallacy
Self- similarity
Mapping
Immersion
48. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Mental Model
Normal Distribution
Defensible Space
Golden Ratio
49. The time it takes to make a decision increases as the number of alternatives increases.
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50. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Normal Distribution
Layering
Flexibility-Usability Tradeoff
Exposure Effect
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