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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.
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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. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Figure-Ground Relationship
Life Cycle
Hick's Law
Waist to Hip Ratio
2. The usability of a system is improved when its status and methods of use are clearly visible.
Chunking
Visibility
Framing
Pygmalion Effect
3. An attribute of an object that allows people to intuitively know how to use it
Hierarchy of Needs (Design)
Affordance
Face- ism Ratio
Von Restorff Effect
4. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Garbage In - Garbage Out
Hawthorne Effect
Golden Ratio
Exposure Effect
5. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Legibility
Five Hat Racks
Hawthorne Effect
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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7. Elements that are similar are perceived to be more related than elements that are dissimilar.
Factor of Safety
Operant Conditioning
Similarity
Archetype
8. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Serial Position Effects
Errors
Orientation Sensitivity
9. Elements that are close together are percieved to be more related than elements that are farther apart.
Demand Characteristics
Mapping
Shaping
Proximity
10. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Control
Framing
Form Follows Function
11. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Three- Dimensional Projection
Weakest Link
Serial Position Effects
12. 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.
Picture Superiority Effect
Chunking
Forgiveness
Legibility
13. 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)
Signal- to- Noise Ratio
Scaling Fallacy
Similarity
Garbage In - Garbage Out
14. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Threat detection
Recognition over recall
Affordance
Legibility
15. 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
Interference Effects
Gutenberg Diagram
Scaling Fallacy
16. A method of limiting the actions that can be performed on a system.
Storytelling
Constraint
Serial Position Effects
Entry Point
17. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Legibility
Top- Down Lighting Bias
Chunking
18. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Expectation Effect
Visibility
Factor of Safety
Feedback Loop
19. The tendency for people to behave differently when they know they are being studied
Hawthorne Effect
Weakest Link
Golden Ratio
Waist to Hip Ratio
20. Teachers treat students differently based on their expectations of how students will perform.
Rosenthal Effect
Normal Distribution
Expectation Effect
Defensible Space
21. A ratio within the elements of a form - such as height to width - approximating 0.618.
Layering
Golden Ratio
Orientation Sensitivity
Maslow's Hierarchy of Needs
22. The time it takes to make a decision increases as the number of alternatives increases.
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23. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Cognitive Dissonance
Form Follows Function
Law of Pragnanz
Factor of Safety
24. The tendency for people to perform better or worse based on the expectations of another.
Pygmalion Effect
Satisficing
Immersion
Depth of Processing
25. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Interference Effects
Immersion
Storytelling
Operant Conditioning
26. 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)
Fitts' Law
Cost-Benefit
Legibility
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Flexibility-Usability Tradeoff
Placebo effect
Performance Load
Recognition over recall
28. The usability of a system is improved when similar parts are expressed in similar ways.
Cost-Benefit
Ockham's Razor
Comparison
Consistency
29. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Depth of Processing
Signal- to- Noise Ratio
Satisficing
Most Average Facial Appearance Effect
30. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Face- ism Ratio
Alignment
Self- similarity
Layering
31. 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?)
Hierarchy
Form Follows Function
Cost-Benefit
Orientation Sensitivity
32. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Top- Down Lighting Bias
Defensible Space
Flexibility-Usability Tradeoff
Archetype
33. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Factor of Safety
Closure
Flexibility-Usability Tradeoff
Shaping
34. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Highlighting
Confirmation
Modularity
Ockham's Razor
35. 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
Savanna Preference
Top- Down Lighting Bias
Common Fate
Legibility
36. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Von Restorff Effect
Halo Effect
Savanna Preference
37. 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.
Iconic Representation
Forgiveness
Gutenberg Diagram
Savanna Preference
38. 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.
Affordance
Orientation Sensitivity
Redundancy
Iconic Representation
39. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Structural Forms
Cost-Benefit
Performance Load
40. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Fitts' Law
Progressive Disclosure
Hierarchy of Needs (Design)
Figure-Ground Relationship
41. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Chunking
Constancy
Common Fate
Savanna Preference
42. A technique for bringing attention to an area of text or image.
80/20 Rule
Highlighting
Cost-Benefit
Proximity
43. A process in which similar characteristics evolve independently in multiple systems.
Orientation Sensitivity
Convergence
Serial Position Effects
Halo Effect
44. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Depth of Processing
Feedback Loop
Attractiveness Bias
Redundancy
45. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Storytelling
Demand Characteristics
Redundancy
46. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Iconic Representation
Orientation Sensitivity
Threat detection
47. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Exposure Effect
Comparison
Form Follows Function
Waist to Hip Ratio
48. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Recognition over recall
Defensible Space
Waist to Hip Ratio
Fibonacci Sequence
49. An original model on which something is patterned
Cognitive Dissonance
Archetype
Consistency
Operant Conditioning
50. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Mapping
Expectation Effect
Rule of Thirds
Comparison
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