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Test your basic knowledge |
Design Principles
Start Test
Study First
Subject
:
engineering
Instructions:
Answer 50 questions in 15 minutes.
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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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Mnemonic Device
Hawthorne Effect
Signal- to- Noise Ratio
Similarity
2. 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.
Chunking
Readability
Serial Position Effects
Demand Characteristics
3. The time it takes to make a decision increases as the number of alternatives increases.
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4. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Hawthorne Effect
Operant Conditioning
Depth of Processing
Cognitive Dissonance
5. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Form Follows Function
Garbage In - Garbage Out
Confirmation
Framing
6. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Weakest Link
Garbage In - Garbage Out
Iconic Representation
Errors
7. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Von Restorff Effect
Most Average Facial Appearance Effect
Legibility
Inverted Pyramid
8. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Most Average Facial Appearance Effect
Progressive Disclosure
Shaping
Garbage In - Garbage Out
9. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Demand Characteristics
Confirmation
Visibility
Mapping
10. The tendency for people to perform better or worse based on the expectations of another.
Symmetry
Pygmalion Effect
Structural Forms
Exposure Effect
11. A ratio within the elements of a form - such as height to width - approximating 0.618.
Golden Ratio
Closure
Mapping
Layering
12. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Fitts' Law
Figure-Ground Relationship
Mapping
13. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Control
Rule of Thirds
Top- Down Lighting Bias
Errors
14. 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
Orientation Sensitivity
Common Fate
Uncertainty Principle
Ockham's Razor
15. 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.
Von Restorff Effect
Three- Dimensional Projection
Chunking
Good Continuation
16. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Top- Down Lighting Bias
Layering
Placebo effect
17. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Gutenberg Diagram
Performance vs. Preference
Signal- to- Noise Ratio
Prototyping
18. An original model on which something is patterned
Immersion
Operant Conditioning
Archetype
Halo Effect
19. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Five Hat Racks
Placebo effect
Accessibility
Hierarchy of Needs (Design)
20. Patients experience treatment effects based on their belief that a treatment will work.
Consistency
Maslow's Hierarchy of Needs
Placebo effect
Modularity
21. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Constancy
Interference Effects
Hick's Law
Ockham's Razor
22. 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
Attractiveness Bias
Mimicry
Defensible Space
23. 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
Shaping
Development Cycle
Convergence
24. The time required to move to a target is a function of the target size and distance to the target.
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25. A method of limiting the actions that can be performed on a system.
Uncertainty Principle
Mental Model
Constraint
Feedback Loop
26. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Figure-Ground Relationship
Legibility
Performance Load
Highlighting
27. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Expectation Effect
Von Restorff Effect
Proximity
Weakest Link
28. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Mental Model
Placebo effect
Progressive Disclosure
Modularity
29. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Proximity
Demand Characteristics
Control
Legibility
30. As the flexiblity of a system increases - its usability decreases.
Recognition over recall
Orientation Sensitivity
Rosenthal Effect
Flexibility-Usability Tradeoff
31. 80% of the effects generated by any large system are caused by 20% of the variables.
Layering
Archetype
80/20 Rule
Interference Effects
32. Elements that are close together are percieved to be more related than elements that are farther apart.
Feedback Loop
Mimicry
Proximity
Control
33. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Expectation Effect
Interference Effects
Inverted Pyramid
34. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Three- Dimensional Projection
Orientation Sensitivity
Mental Model
35. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Hierarchy
Entry Point
Comparison
Forgiveness
36. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Satisficing
Expectation Effect
Performance vs. Preference
Structural Forms
37. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Proximity
Uniform Connectedness
Hierarchy
Prototyping
38. The process of using spatial and environmental information to navigate to a destination.
Hierarchy
Wayfinding
Form Follows Function
Visibility
39. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Figure-Ground Relationship
Cognitive Dissonance
Mimicry
Threat detection
40. Tendency to form an overall positive impression of a person on the basis of one positive characteristic
Hierarchy of Needs (Design)
Orientation Sensitivity
Cost-Benefit
Halo Effect
41. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Alignment
Maslow's Hierarchy of Needs
Classical Conditioning
Uncertainty Principle
42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Immersion
Performance Load
Fibonacci Sequence
Iteration
43. 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.
Constraint
Feedback Loop
Face- ism Ratio
Symmetry
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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45. Given a choice between functionally equivalent designs - the simplest design should be selected.
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46. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Uniform Connectedness
Exposure Effect
Development Cycle
Waist to Hip Ratio
47. Pictures are remembered better than words.
Life Cycle
Mental Model
Picture Superiority Effect
Cost-Benefit
48. The tendency for people to behave differently when they know they are being studied
Prospect-Refuge
Iconic Representation
Hawthorne Effect
Performance Load
49. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Structural Forms
Self- similarity
Demand Characteristics
Development Cycle
50. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Alignment
Cognitive Dissonance
Inverted Pyramid
Iconic Representation
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