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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. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Framing
Control
Fitts' Law
Modularity
2. 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.
Uncertainty Principle
Immersion
Weakest Link
Hierarchy of Needs (Design)
3. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Three- Dimensional Projection
Mnemonic Device
Uncertainty Principle
4. People understand and interact with systems and environments based on mental representations developed from experience.
Forgiveness
Mental Model
Factor of Safety
Framing
5. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Alignment
Threat detection
Demand Characteristics
Signal- to- Noise Ratio
6. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Entry Point
Cognitive Dissonance
Savanna Preference
7. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Structural Forms
Accessibility
Comparison
8. 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.
Entry Point
Redundancy
Uncertainty Principle
Serial Position Effects
9. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Recognition over recall
Alignment
Life Cycle
Entry Point
10. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Modularity
Five Hat Racks
Attractiveness Bias
Closure
11. The usability of a system is improved when its status and methods of use are clearly visible.
Convergence
Expectation Effect
Visibility
Closure
12. A sequence of numbers in which each number is the sum of the preceding two.
Development Cycle
Scaling Fallacy
Picture Superiority Effect
Fibonacci Sequence
13. 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?)
Similarity
Cost-Benefit
Waist to Hip Ratio
Signal- to- Noise Ratio
14. The tendency for people to perform better or worse based on the expectations of another.
Placebo effect
Signal- to- Noise Ratio
Pygmalion Effect
Garbage In - Garbage Out
15. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Recognition over recall
Demand Characteristics
Shaping
Readability
16. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Defensible Space
Hierarchy
Signal- to- Noise Ratio
Uncertainty Principle
17. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Five Hat Racks
Expectation Effect
Layering
Prospect-Refuge
18. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Immersion
Uncertainty Principle
Classical Conditioning
Alignment
19. 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.
Common Fate
Consistency
Gutenberg Diagram
Good Continuation
20. A method of limiting the actions that can be performed on a system.
Halo Effect
Performance vs. Preference
Layering
Constraint
21. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Fitts' Law
Operant Conditioning
Chunking
Iconic Representation
22. Teachers treat students differently based on their expectations of how students will perform.
Hierarchy of Needs (Design)
Rosenthal Effect
Face- ism Ratio
Recognition over recall
23. 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)
Scaling Fallacy
Savanna Preference
Orientation Sensitivity
Cost-Benefit
24. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Common Fate
Storytelling
Defensible Space
Factor of Safety
25. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Inverted Pyramid
Exposure Effect
Attractiveness Bias
Errors
26. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Good Continuation
Halo Effect
Symmetry
27. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Performance Load
Mnemonic Device
Feedback Loop
Cognitive Dissonance
28. The time it takes to make a decision increases as the number of alternatives increases.
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29. The tendency for people to behave differently when they know they are being studied
Archetype
Classical Conditioning
Mimicry
Hawthorne Effect
30. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
80/20 Rule
Law of Pragnanz
Form Follows Function
Legibility
31. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Wayfinding
Immersion
Uniform Connectedness
Top- Down Lighting Bias
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)
Face- ism Ratio
Control
Attractiveness Bias
Uncertainty Principle
33. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Operant Conditioning
Good Continuation
Framing
Progressive Disclosure
34. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Similarity
Exposure Effect
Fitts' Law
35. 80% of the effects generated by any large system are caused by 20% of the variables.
Storytelling
80/20 Rule
Gutenberg Diagram
Proximity
36. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Inverted Pyramid
Classical Conditioning
Uncertainty Principle
Orientation Sensitivity
37. A technique for bringing attention to an area of text or image.
Inverted Pyramid
Halo Effect
Highlighting
Rule of Thirds
38. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Uniform Connectedness
Five Hat Racks
Structural Forms
Threat detection
39. 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.
Progressive Disclosure
Feedback Loop
Most Average Facial Appearance Effect
Shaping
40. 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
Good Continuation
Form Follows Function
Hierarchy
41. A tendency to see objects and patterns as 3D when certain visual cues are present.
Expectation Effect
Three- Dimensional Projection
Hick's Law
Shaping
42. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Proximity
Placebo effect
Shaping
43. 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.
Iconic Representation
Affordance
80/20 Rule
Serial Position Effects
44. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.
Common Fate
Weakest Link
Waist to Hip Ratio
Framing
45. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Factor of Safety
Control
Weakest Link
Hierarchy of Needs (Design)
46. An action or ommission of action yielding an unintended result.
Satisficing
Similarity
Errors
Waist to Hip Ratio
47. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Storytelling
Convergence
Interference Effects
Affordance
48. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Golden Ratio
Pygmalion Effect
Legibility
Cognitive Dissonance
49. 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.
Errors
Serial Position Effects
Redundancy
Mapping
50. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Performance vs. Preference
Figure-Ground Relationship
Fibonacci Sequence
Classical Conditioning
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