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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. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Classical Conditioning
Normal Distribution
Cognitive Dissonance
2. 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.
Mnemonic Device
Good Continuation
Self- similarity
Fitts' Law
3. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Exposure Effect
Threat detection
Structural Forms
Factor of Safety
4. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Archetype
Normal Distribution
Legibility
Control
5. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Interference Effects
Depth of Processing
Performance vs. Preference
Pygmalion Effect
6. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Garbage In - Garbage Out
Alignment
Consistency
7. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Gutenberg Diagram
Consistency
Mimicry
Control
8. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Classical Conditioning
Hick's Law
Archetype
Scaling Fallacy
9. 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.
Uncertainty Principle
Shaping
Top- Down Lighting Bias
Feedback Loop
10. 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
Prototyping
Hierarchy
Threat detection
11. Given a choice between functionally equivalent designs - the simplest design should be selected.
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12. 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)
Performance vs. Preference
Scaling Fallacy
Hawthorne Effect
Cost-Benefit
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.
Accessibility
Immersion
Depth of Processing
Inverted Pyramid
14. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Most Average Facial Appearance Effect
Interference Effects
Cost-Benefit
Gutenberg Diagram
15. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Hierarchy of Needs (Design)
Five Hat Racks
Placebo effect
Rule of Thirds
16. 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.
Hierarchy of Needs (Design)
Good Continuation
Expectation Effect
Performance Load
17. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Three- Dimensional Projection
Control
Flexibility-Usability Tradeoff
Waist to Hip Ratio
18. A process in which similar characteristics evolve independently in multiple systems.
Convergence
Depth of Processing
Scaling Fallacy
Forgiveness
19. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Mnemonic Device
Baby-Face Bias
Serial Position Effects
Errors
20. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Framing
Layering
Figure-Ground Relationship
21. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Iteration
Layering
Law of Pragnanz
22. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Rule of Thirds
Baby-Face Bias
Alignment
Maslow's Hierarchy of Needs
23. The usability of a system is improved when similar parts are expressed in similar ways.
Halo Effect
Factor of Safety
Consistency
Closure
24. A sequence of numbers in which each number is the sum of the preceding two.
Attractiveness Bias
Chunking
Alignment
Fibonacci Sequence
25. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Proximity
Picture Superiority Effect
Demand Characteristics
Feedback Loop
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Figure-Ground Relationship
Prototyping
Mimicry
Shaping
27. A technique for bringing attention to an area of text or image.
Highlighting
Convergence
Picture Superiority Effect
Symmetry
28. Patients experience treatment effects based on their belief that a treatment will work.
Redundancy
Self- similarity
Waist to Hip Ratio
Placebo effect
29. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Normal Distribution
Structural Forms
Chunking
Inverted Pyramid
30. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Structural Forms
Classical Conditioning
Confirmation
31. Pictures are remembered better than words.
Satisficing
Weakest Link
Uncertainty Principle
Picture Superiority Effect
32. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Self- similarity
Cognitive Dissonance
Signal- to- Noise Ratio
Face- ism Ratio
33. The time it takes to make a decision increases as the number of alternatives increases.
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34. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Inverted Pyramid
Placebo effect
Garbage In - Garbage Out
Progressive Disclosure
35. Elements that are similar are perceived to be more related than elements that are dissimilar.
Rule of Thirds
Similarity
Gutenberg Diagram
Common Fate
36. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Good Continuation
Wayfinding
Form Follows Function
37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Framing
Threat detection
Wayfinding
Weakest Link
38. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Alignment
Mimicry
Attractiveness Bias
Control
39. The time required to move to a target is a function of the target size and distance to the target.
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40. Elements that are close together are percieved to be more related than elements that are farther apart.
Legibility
Proximity
Golden Ratio
Convergence
41. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Prospect-Refuge
Modularity
Structural Forms
Most Average Facial Appearance Effect
42. 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?)
Framing
Iteration
Cost-Benefit
Baby-Face Bias
43. 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.
Interference Effects
Redundancy
Hick's Law
Self- similarity
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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45. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Attractiveness Bias
Entry Point
Classical Conditioning
46. An attribute of an object that allows people to intuitively know how to use it
Hick's Law
Affordance
Framing
Feedback Loop
47. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Mental Model
Uniform Connectedness
Exposure Effect
48. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Shaping
Top- Down Lighting Bias
Chunking
Savanna Preference
49. A tendency to see objects and patterns as 3D when certain visual cues are present.
Weakest Link
Three- Dimensional Projection
Mnemonic Device
Pygmalion Effect
50. Memory for recognizing things is better than memory for recalling things.
Cognitive Dissonance
Prospect-Refuge
Recognition over recall
Feedback Loop
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