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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.
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 phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Legibility
Operant Conditioning
Development Cycle
Orientation Sensitivity
2. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Ockham's Razor
Maslow's Hierarchy of Needs
Depth of Processing
Archetype
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.)
Expectation Effect
Storytelling
Pygmalion Effect
Ockham's Razor
4. The tendency for people to perform better or worse based on the expectations of another.
Defensible Space
Demand Characteristics
Pygmalion Effect
Development Cycle
5. Elements that are similar are perceived to be more related than elements that are dissimilar.
Constancy
Archetype
Similarity
Legibility
6. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Depth of Processing
Uncertainty Principle
Exposure Effect
7. The tendency for people to behave differently when they know they are being studied
Highlighting
Hawthorne Effect
Visibility
Confirmation
8. Patients experience treatment effects based on their belief that a treatment will work.
Mnemonic Device
Top- Down Lighting Bias
Placebo effect
Hierarchy of Needs (Design)
9. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Halo Effect
Life Cycle
Immersion
Mimicry
10. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Uncertainty Principle
Progressive Disclosure
Closure
Shaping
11. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Iteration
Savanna Preference
Interference Effects
Exposure Effect
12. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Symmetry
Figure-Ground Relationship
Performance Load
13. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Top- Down Lighting Bias
Affordance
Baby-Face Bias
Operant Conditioning
14. An attribute of an object that allows people to intuitively know how to use it
Storytelling
Affordance
Consistency
Visibility
15. A property of visual equivalence among elements in a form.
Hierarchy
Weakest Link
Five Hat Racks
Symmetry
16. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Gutenberg Diagram
Affordance
Rosenthal Effect
17. Elements that are close together are percieved to be more related than elements that are farther apart.
Cost-Benefit
Mimicry
Proximity
Development Cycle
18. An original model on which something is patterned
Self- similarity
Archetype
Attractiveness Bias
Garbage In - Garbage Out
19. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Operant Conditioning
Framing
Interference Effects
Control
20. 1) Functionality 2) Reliability 3) Usability 4) Proficiency 5) Creativity. In order for design to be successful - it must meet ppl's basic need before it can attempt to satisfy higher- level needs.
Alignment
Hierarchy of Needs (Design)
Baby-Face Bias
Scaling Fallacy
21. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Archetype
Waist to Hip Ratio
Common Fate
Constancy
22. Memory for recognizing things is better than memory for recalling things.
Recognition over recall
Fitts' Law
Rule of Thirds
Garbage In - Garbage Out
23. 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
Constancy
Normal Distribution
Von Restorff Effect
24. A point of physical or attentional entry into a design. (Minimal Barriers - Points of Prospect - Progressive Lures)
Prototyping
Three- Dimensional Projection
Entry Point
Comparison
25. Pictures are remembered better than words.
Picture Superiority Effect
Placebo effect
Self- similarity
Rosenthal Effect
26. Teachers treat students differently based on their expectations of how students will perform.
Golden Ratio
Baby-Face Bias
Rosenthal Effect
Cognitive Dissonance
27. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Hawthorne Effect
Performance Load
Closure
Layering
28. A method of limiting the actions that can be performed on a system.
Threat detection
Interference Effects
Symmetry
Constraint
29. 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)
Proximity
Control
Scaling Fallacy
Prototyping
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Prototyping
Fitts' Law
Top- Down Lighting Bias
Signal- to- Noise Ratio
31. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Signal- to- Noise Ratio
Attractiveness Bias
Consistency
Operant Conditioning
32. 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.
Savanna Preference
Framing
Weakest Link
Expectation Effect
33. 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.
Uncertainty Principle
Good Continuation
Layering
Von Restorff 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.
Normal Distribution
Placebo effect
Waist to Hip Ratio
Cost-Benefit
35. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Garbage In - Garbage Out
Uniform Connectedness
Wayfinding
Performance vs. Preference
36. A technique for bringing attention to an area of text or image.
Recognition over recall
Chunking
Closure
Highlighting
37. The time required to move to a target is a function of the target size and distance to the target.
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38. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Demand Characteristics
Five Hat Racks
Layering
Self- similarity
39. A ratio within the elements of a form - such as height to width - approximating 0.618.
Confirmation
Exposure Effect
Golden Ratio
Errors
40. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Fibonacci Sequence
Weakest Link
Threat detection
Halo Effect
41. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Archetype
Highlighting
Defensible Space
Iteration
42. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Fitts' Law
Inverted Pyramid
Symmetry
Rosenthal Effect
43. A process of repeating a set of operation until a specific result is achieved.
Iteration
Uniform Connectedness
Performance vs. Preference
Hawthorne Effect
44. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Normal Distribution
Satisficing
Placebo effect
45. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Control
Confirmation
Hick's Law
Gutenberg Diagram
46. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Mental Model
Convergence
Expectation Effect
Halo Effect
47. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Wayfinding
Threat detection
Golden Ratio
Mental Model
48. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Legibility
Three- Dimensional Projection
Visibility
Closure
49. The process of using spatial and environmental information to navigate to a destination.
Rosenthal Effect
Mnemonic Device
Wayfinding
Signal- to- Noise Ratio
50. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Prospect-Refuge
Figure-Ground Relationship
Control
80/20 Rule
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