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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. A method of limiting the actions that can be performed on a system.
Uniform Connectedness
Prospect-Refuge
Constraint
Layering
2. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Mental Model
Figure-Ground Relationship
Storytelling
Proximity
3. 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.
Fibonacci Sequence
Redundancy
Depth of Processing
Gutenberg Diagram
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Baby-Face Bias
Savanna Preference
Uncertainty Principle
Control
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Defensible Space
Development Cycle
Threat detection
Rule of Thirds
6. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Rule of Thirds
Five Hat Racks
Progressive Disclosure
Mimicry
7. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Uncertainty Principle
Performance Load
Rule of Thirds
Development Cycle
8. A process in which similar characteristics evolve independently in multiple systems.
Layering
Cost-Benefit
Convergence
Development Cycle
9. 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.)
Errors
Cost-Benefit
Expectation Effect
Classical Conditioning
10. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Performance Load
Baby-Face Bias
Exposure Effect
Savanna Preference
11. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Von Restorff Effect
Figure-Ground Relationship
Satisficing
Demand Characteristics
12. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Constancy
Comparison
Uniform Connectedness
13. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Performance vs. Preference
Immersion
Mnemonic Device
Hierarchy
14. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Pygmalion Effect
Prospect-Refuge
Mental Model
Form Follows Function
15. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Mental Model
Performance vs. Preference
Prospect-Refuge
Good Continuation
16. 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?)
Maslow's Hierarchy of Needs
Performance vs. Preference
Convergence
Cost-Benefit
17. 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
Common Fate
Entry Point
Attractiveness Bias
Symmetry
18. A tendency to see objects and patterns as 3D when certain visual cues are present.
Maslow's Hierarchy of Needs
Serial Position Effects
Iconic Representation
Three- Dimensional Projection
19. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Satisficing
Threat detection
Hawthorne Effect
Consistency
20. A technique for bringing attention to an area of text or image.
Highlighting
Hick's Law
Golden Ratio
Hawthorne Effect
21. The time required to move to a target is a function of the target size and distance to the target.
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22. The tendency for people to perform better or worse based on the expectations of another.
Five Hat Racks
Self- similarity
Uncertainty Principle
Pygmalion Effect
23. A property in which a form is made up of parts similar to the whole or to one another.
Scaling Fallacy
Cost-Benefit
Self- similarity
Attractiveness Bias
24. The quality of system output is dependent on the quality of system input.
Von Restorff Effect
Garbage In - Garbage Out
Constraint
Rosenthal Effect
25. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Rosenthal Effect
Hierarchy
Ockham's Razor
Progressive Disclosure
26. Elements that are similar are perceived to be more related than elements that are dissimilar.
Threat detection
Symmetry
Similarity
Performance Load
27. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Symmetry
Attractiveness Bias
Errors
Form Follows Function
28. 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)
Three- Dimensional Projection
Baby-Face Bias
Scaling Fallacy
Performance vs. Preference
29. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Feedback Loop
Fitts' Law
Inverted Pyramid
Ockham's Razor
30. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Similarity
Form Follows Function
Orientation Sensitivity
31. Given a choice between functionally equivalent designs - the simplest design should be selected.
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32. 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.
Confirmation
Gutenberg Diagram
Three- Dimensional Projection
Serial Position Effects
33. The usability of a system is improved when similar parts are expressed in similar ways.
Pygmalion Effect
Iteration
Consistency
Most Average Facial Appearance Effect
34. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Waist to Hip Ratio
Cost-Benefit
Performance vs. Preference
Entry Point
35. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Normal Distribution
Cost-Benefit
Top- Down Lighting Bias
Uniform Connectedness
36. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Mimicry
Most Average Facial Appearance Effect
Depth of Processing
Modularity
37. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Signal- to- Noise Ratio
Figure-Ground Relationship
Five Hat Racks
Visibility
38. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Hierarchy
Ockham's Razor
Law of Pragnanz
Baby-Face Bias
39. 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.
Self- similarity
Savanna Preference
Halo Effect
Chunking
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Fibonacci Sequence
Five Hat Racks
Legibility
Constancy
41. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Demand Characteristics
Face- ism Ratio
Confirmation
Errors
42. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Most Average Facial Appearance Effect
Confirmation
Exposure Effect
Expectation Effect
43. An action or ommission of action yielding an unintended result.
Operant Conditioning
Errors
Forgiveness
Common Fate
44. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Closure
Von Restorff Effect
Mental Model
45. The time it takes to make a decision increases as the number of alternatives increases.
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46. 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.
Iconic Representation
Good Continuation
Layering
Forgiveness
47. People understand and interact with systems and environments based on mental representations developed from experience.
Savanna Preference
Forgiveness
Prospect-Refuge
Mental Model
48. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Rule of Thirds
Life Cycle
Demand Characteristics
49. Memory for recognizing things is better than memory for recalling things.
Face- ism Ratio
Placebo effect
Recognition over recall
Consistency
50. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Constancy
Defensible Space
Visibility
Symmetry
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