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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
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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 method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Chunking
Scaling Fallacy
Exposure Effect
Storytelling
2. 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?)
Storytelling
Mental Model
Cost-Benefit
Control
3. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Inverted Pyramid
Mimicry
Archetype
80/20 Rule
4. Patients experience treatment effects based on their belief that a treatment will work.
Development Cycle
Placebo effect
Fitts' Law
Uniform Connectedness
5. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Hick's Law
Layering
Interference Effects
Signal- to- Noise Ratio
6. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Affordance
Good Continuation
Iteration
Factor of Safety
7. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Prototyping
Self- similarity
Comparison
Classical Conditioning
8. A technique that influences decision making and judgement by manipulating the way information is presented.
Framing
Mimicry
Signal- to- Noise Ratio
Storytelling
9. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Fibonacci Sequence
Similarity
Face- ism Ratio
10. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Readability
Threat detection
Legibility
Signal- to- Noise Ratio
11. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Expectation Effect
Feedback Loop
Highlighting
12. 80% of the effects generated by any large system are caused by 20% of the variables.
Archetype
Maslow's Hierarchy of Needs
Recognition over recall
80/20 Rule
13. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Golden Ratio
Development Cycle
Structural Forms
Chunking
14. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Garbage In - Garbage Out
Hierarchy
Control
Three- Dimensional Projection
15. A ratio within the elements of a form - such as height to width - approximating 0.618.
Form Follows Function
Law of Pragnanz
Defensible Space
Golden Ratio
16. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Good Continuation
Immersion
Orientation Sensitivity
Halo Effect
17. 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.
Serial Position Effects
Orientation Sensitivity
Hierarchy
Fitts' Law
18. 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.
Consistency
Redundancy
Scaling Fallacy
Maslow's Hierarchy of Needs
19. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Most Average Facial Appearance Effect
Storytelling
Gutenberg Diagram
Convergence
20. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Garbage In - Garbage Out
Errors
Uncertainty Principle
Scaling Fallacy
21. 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
Mental Model
Constancy
Ockham's Razor
22. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Development Cycle
Defensible Space
Iteration
Confirmation
23. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Picture Superiority Effect
Performance vs. Preference
Fibonacci Sequence
24. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Face- ism Ratio
Rule of Thirds
Most Average Facial Appearance Effect
Prototyping
25. 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.)
Waist to Hip Ratio
Expectation Effect
Halo Effect
Savanna Preference
26. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mapping
Three- Dimensional Projection
Symmetry
Feedback Loop
27. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Forgiveness
Development Cycle
Rule of Thirds
28. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Archetype
Scaling Fallacy
Uniform Connectedness
Mnemonic Device
29. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Convergence
Storytelling
Life Cycle
Serial Position Effects
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Forgiveness
Mnemonic Device
Comparison
31. A process in which similar characteristics evolve independently in multiple systems.
Shaping
Most Average Facial Appearance Effect
Convergence
Affordance
32. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Threat detection
Constancy
Highlighting
Modularity
33. The tendency for people to behave differently when they know they are being studied
Redundancy
Life Cycle
Hawthorne Effect
Halo Effect
34. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Modularity
Hick's Law
Constraint
Inverted Pyramid
35. The time it takes to make a decision increases as the number of alternatives increases.
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36. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Classical Conditioning
Interference Effects
Figure-Ground Relationship
Exposure Effect
37. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Development Cycle
Recognition over recall
Common Fate
38. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Most Average Facial Appearance Effect
Iteration
Performance vs. Preference
Classical Conditioning
39. A property of visual equivalence among elements in a form.
Normal Distribution
Symmetry
Hierarchy
Hick's Law
40. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Iconic Representation
Normal Distribution
Weakest Link
Hick's Law
41. Memory for recognizing things is better than memory for recalling things.
Hawthorne Effect
Symmetry
Redundancy
Recognition over recall
42. The usability of a system is improved when similar parts are expressed in similar ways.
Entry Point
Hick's Law
Consistency
Demand Characteristics
43. An original model on which something is patterned
Hierarchy of Needs (Design)
Classical Conditioning
Mapping
Archetype
44. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Five Hat Racks
Alignment
Structural Forms
Control
45. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Threat detection
Structural Forms
80/20 Rule
Prospect-Refuge
46. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Garbage In - Garbage Out
Baby-Face Bias
Structural Forms
Prototyping
47. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Self- similarity
Hierarchy of Needs (Design)
Comparison
Demand Characteristics
48. An action or ommission of action yielding an unintended result.
Errors
Archetype
Figure-Ground Relationship
Readability
49. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Proximity
Shaping
Uncertainty Principle
Fitts' Law
50. 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.
Framing
Good Continuation
Maslow's Hierarchy of Needs
Affordance
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