SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
2. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Legibility
Form Follows Function
Von Restorff Effect
Rule of Thirds
3. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Baby-Face Bias
Inverted Pyramid
Exposure Effect
Accessibility
4. An original model on which something is patterned
Archetype
Constancy
Structural Forms
Proximity
5. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Classical Conditioning
Inverted Pyramid
Cognitive Dissonance
Normal Distribution
6. A process of repeating a set of operation until a specific result is achieved.
Iteration
Development Cycle
Framing
Hick's Law
7. A technique that influences decision making and judgement by manipulating the way information is presented.
Operant Conditioning
Readability
Framing
Development Cycle
8. As the flexiblity of a system increases - its usability decreases.
Shaping
Expectation Effect
Flexibility-Usability Tradeoff
Development Cycle
9. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Rule of Thirds
Operant Conditioning
Pygmalion Effect
Consistency
10. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Development Cycle
Performance vs. Preference
Most Average Facial Appearance Effect
Errors
11. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Forgiveness
Wayfinding
Cognitive Dissonance
Three- Dimensional Projection
12. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Comparison
Visibility
Flexibility-Usability Tradeoff
13. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Good Continuation
Law of Pragnanz
Mental Model
Three- Dimensional Projection
14. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Rosenthal Effect
Shaping
Picture Superiority Effect
Flexibility-Usability Tradeoff
15. The time required to move to a target is a function of the target size and distance to the target.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
16. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Garbage In - Garbage Out
Uncertainty Principle
Development Cycle
17. A technique for bringing attention to an area of text or image.
Fibonacci Sequence
Highlighting
Rosenthal Effect
Readability
18. The process of using spatial and environmental information to navigate to a destination.
Life Cycle
Face- ism Ratio
Entry Point
Wayfinding
19. An action or ommission of action yielding an unintended result.
Storytelling
Inverted Pyramid
Convergence
Errors
20. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Prototyping
Mapping
Uncertainty Principle
Iteration
21. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Forgiveness
Good Continuation
Prospect-Refuge
Prototyping
22. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Maslow's Hierarchy of Needs
Von Restorff Effect
Scaling Fallacy
Comparison
23. A process in which similar characteristics evolve independently in multiple systems.
Rosenthal Effect
Cognitive Dissonance
Convergence
Feedback Loop
24. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Prototyping
Entry Point
Depth of Processing
Storytelling
25. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Picture Superiority Effect
Operant Conditioning
Garbage In - Garbage Out
Uniform Connectedness
26. 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.
Similarity
Iconic Representation
Alignment
Savanna Preference
27. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Fibonacci Sequence
Hierarchy
Immersion
Storytelling
28. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Hawthorne Effect
Orientation Sensitivity
Development Cycle
Mnemonic Device
29. The debgree to which prose can be understood - based on the complexity of words and sentences.
Factor of Safety
Prospect-Refuge
Readability
Serial Position Effects
30. 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.)
Iconic Representation
Expectation Effect
Mapping
Face- ism Ratio
31. 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.
Hierarchy of Needs (Design)
Three- Dimensional Projection
Feedback Loop
Good Continuation
32. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Orientation Sensitivity
Alignment
Classical Conditioning
Entry Point
33. Given a choice between functionally equivalent designs - the simplest design should be selected.
Warning
: Invalid argument supplied for foreach() in
/var/www/html/basicversity.com/show_quiz.php
on line
183
34. Elements that are close together are percieved to be more related than elements that are farther apart.
Ockham's Razor
Self- similarity
Proximity
Wayfinding
35. 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
Symmetry
Alignment
Highlighting
36. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
80/20 Rule
Attractiveness Bias
Structural Forms
Archetype
37. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Serial Position Effects
Three- Dimensional Projection
Five Hat Racks
Layering
38. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Savanna Preference
Operant Conditioning
Consistency
Hawthorne Effect
39. The relative ease with which a destination - idea - or concept may be reached.
Modularity
Accessibility
Feedback Loop
Figure-Ground Relationship
40. 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.
Savanna Preference
Hierarchy of Needs (Design)
Symmetry
Chunking
41. The usability of a system is improved when similar parts are expressed in similar ways.
Serial Position Effects
Satisficing
Face- ism Ratio
Consistency
42. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Ockham's Razor
Gutenberg Diagram
Serial Position Effects
Golden Ratio
43. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Interference Effects
Figure-Ground Relationship
Picture Superiority Effect
Law of Pragnanz
44. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Good Continuation
Inverted Pyramid
Mental Model
45. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Uncertainty Principle
Savanna Preference
Self- similarity
Forgiveness
46. The quality of system output is dependent on the quality of system input.
Visibility
Storytelling
Signal- to- Noise Ratio
Garbage In - Garbage Out
47. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Hierarchy
Iconic Representation
Convergence
48. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Storytelling
Maslow's Hierarchy of Needs
Classical Conditioning
Serial Position Effects
49. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Most Average Facial Appearance Effect
Wayfinding
Mimicry
Prototyping
50. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Iteration
Mnemonic Device
Chunking
Recognition over recall
Sorry!:) No result found.
Can you answer 50 questions in 15 minutes?
Let me suggest you:
Browse all subjects
Browse all tests
Most popular tests
Major Subjects
Tests & Exams
AP
CLEP
DSST
GRE
SAT
GMAT
Certifications
CISSP go to https://www.isc2.org/
PMP
ITIL
RHCE
MCTS
More...
IT Skills
Android Programming
Data Modeling
Objective C Programming
Basic Python Programming
Adobe Illustrator
More...
Business Skills
Advertising Techniques
Business Accounting Basics
Business Strategy
Human Resource Management
Marketing Basics
More...
Soft Skills
Body Language
People Skills
Public Speaking
Persuasion
Job Hunting And Resumes
More...
Vocabulary
GRE Vocab
SAT Vocab
TOEFL Essential Vocab
Basic English Words For All
Global Words You Should Know
Business English
More...
Languages
AP German Vocab
AP Latin Vocab
SAT Subject Test: French
Italian Survival
Norwegian Survival
More...
Engineering
Audio Engineering
Computer Science Engineering
Aerospace Engineering
Chemical Engineering
Structural Engineering
More...
Health Sciences
Basic Nursing Skills
Health Science Language Fundamentals
Veterinary Technology Medical Language
Cardiology
Clinical Surgery
More...
English
Grammar Fundamentals
Literary And Rhetorical Vocab
Elements Of Style Vocab
Introduction To English Major
Complete Advanced Sentences
Literature
Homonyms
More...
Math
Algebra Formulas
Basic Arithmetic: Measurements
Metric Conversions
Geometric Properties
Important Math Facts
Number Sense Vocab
Business Math
More...
Other Major Subjects
Science
Economics
History
Law
Performing-arts
Cooking
Logic & Reasoning
Trivia
Browse all subjects
Browse all tests
Most popular tests