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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 space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Rule of Thirds
Ockham's Razor
Mapping
2. The relative ease with which a destination - idea - or concept may be reached.
Uniform Connectedness
Control
Accessibility
Pygmalion Effect
3. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Legibility
Mental Model
Baby-Face Bias
Demand Characteristics
4. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Errors
Modularity
Control
Layering
5. Given a choice between functionally equivalent designs - the simplest design should be selected.
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6. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Highlighting
Law of Pragnanz
Cost-Benefit
Interference Effects
7. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Normal Distribution
Uncertainty Principle
Rule of Thirds
8. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Von Restorff Effect
Highlighting
Attractiveness Bias
Baby-Face Bias
9. The debgree to which prose can be understood - based on the complexity of words and sentences.
Readability
Mnemonic Device
Wayfinding
Control
10. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Confirmation
Common Fate
Placebo effect
Mimicry
11. The usability of a system is improved when similar parts are expressed in similar ways.
Consistency
Prototyping
Waist to Hip Ratio
Orientation Sensitivity
12. A sequence of numbers in which each number is the sum of the preceding two.
Rosenthal Effect
Classical Conditioning
Fibonacci Sequence
Closure
13. A process of repeating a set of operation until a specific result is achieved.
Picture Superiority Effect
Iteration
Classical Conditioning
Mimicry
14. 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)
Hierarchy of Needs (Design)
Scaling Fallacy
Entry Point
Affordance
15. 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)
Similarity
Prospect-Refuge
Baby-Face Bias
16. A relationship between controls and their movements or effects. When th effect corresponds to the expectation - the mapping is considered to be good or natural.
Mapping
Comparison
Operant Conditioning
Signal- to- Noise Ratio
17. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Halo Effect
Law of Pragnanz
Comparison
Ockham's Razor
18. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Cost-Benefit
Garbage In - Garbage Out
Maslow's Hierarchy of Needs
19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Symmetry
Exposure Effect
Face- ism Ratio
Prospect-Refuge
20. Pictures are remembered better than words.
Picture Superiority Effect
Demand Characteristics
Interference Effects
Readability
21. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Cognitive Dissonance
Weakest Link
Cost-Benefit
Depth of Processing
22. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Signal- to- Noise Ratio
Savanna Preference
Uniform Connectedness
Gutenberg Diagram
23. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Signal- to- Noise Ratio
Mnemonic Device
Immersion
Figure-Ground Relationship
24. 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
Flexibility-Usability Tradeoff
Prospect-Refuge
Rule of Thirds
25. A property in which a form is made up of parts similar to the whole or to one another.
Self- similarity
Highlighting
Mental Model
Consistency
26. The process of using spatial and environmental information to navigate to a destination.
Depth of Processing
Wayfinding
Halo Effect
Performance vs. Preference
27. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Modularity
Most Average Facial Appearance Effect
Affordance
Constancy
28. 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.
Iteration
Iconic Representation
Comparison
Feedback Loop
29. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Hierarchy of Needs (Design)
Depth of Processing
Control
Weakest Link
30. As the flexiblity of a system increases - its usability decreases.
Exposure Effect
Fibonacci Sequence
Flexibility-Usability Tradeoff
Five Hat Racks
31. The usability of a system is improved when its status and methods of use are clearly visible.
Factor of Safety
Visibility
Five Hat Racks
Symmetry
32. The time it takes to make a decision increases as the number of alternatives increases.
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33. An original model on which something is patterned
Cognitive Dissonance
Archetype
Common Fate
Redundancy
34. The tendency for people to behave differently when they know they are being studied
Face- ism Ratio
Constraint
Storytelling
Hawthorne Effect
35. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Closure
Hierarchy of Needs (Design)
Iteration
Law of Pragnanz
36. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Symmetry
Uncertainty Principle
Structural Forms
Threat detection
37. A process in which similar characteristics evolve independently in multiple systems.
Law of Pragnanz
Demand Characteristics
Convergence
Proximity
38. 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.
Good Continuation
Structural Forms
Von Restorff Effect
Confirmation
39. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Constraint
Normal Distribution
Fitts' Law
Hierarchy
40. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Prospect-Refuge
Satisficing
Top- Down Lighting Bias
Exposure Effect
41. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Most Average Facial Appearance Effect
Archetype
Hawthorne Effect
Mimicry
42. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Five Hat Racks
Top- Down Lighting Bias
Feedback Loop
43. Patients experience treatment effects based on their belief that a treatment will work.
Normal Distribution
Chunking
Prospect-Refuge
Placebo effect
44. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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45. 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.
Prospect-Refuge
Visibility
Savanna Preference
Ockham's Razor
46. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Form Follows Function
Affordance
Top- Down Lighting Bias
Figure-Ground Relationship
47. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Uniform Connectedness
Symmetry
Operant Conditioning
Inverted Pyramid
48. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Chunking
Expectation Effect
Attractiveness Bias
49. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Picture Superiority Effect
Entry Point
Affordance
Storytelling
50. An attribute of an object that allows people to intuitively know how to use it
Inverted Pyramid
Halo Effect
Classical Conditioning
Affordance
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