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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. The tendency to perceive objects as unchanging - despite changes in sensory input. (such as perspective - lighting - color or size)
Framing
Face- ism Ratio
Constancy
Scaling Fallacy
2. A property in which a form is made up of parts similar to the whole or to one another.
Affordance
Modularity
Self- similarity
Expectation Effect
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Law of Pragnanz
Placebo effect
Top- Down Lighting Bias
Defensible Space
4. Given a choice between functionally equivalent designs - the simplest design should be selected.
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5. An original model on which something is patterned
Maslow's Hierarchy of Needs
Constraint
Framing
Archetype
6. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Garbage In - Garbage Out
Factor of Safety
Hick's Law
Feedback Loop
7. The time it takes to make a decision increases as the number of alternatives increases.
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8. People understand and interact with systems and environments based on mental representations developed from experience.
Mental Model
Prospect-Refuge
Factor of Safety
Waist to Hip Ratio
9. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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10. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Hierarchy of Needs (Design)
Picture Superiority Effect
Comparison
Inverted Pyramid
11. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Entry Point
Flexibility-Usability Tradeoff
Framing
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.
Depth of Processing
Factor of Safety
Chunking
Forgiveness
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)
Scaling Fallacy
Law of Pragnanz
Forgiveness
Development Cycle
14. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Good Continuation
Prospect-Refuge
Feedback Loop
Baby-Face Bias
15. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Face- ism Ratio
Good Continuation
Progressive Disclosure
Hierarchy
16. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Entry Point
Classical Conditioning
Development Cycle
Scaling Fallacy
17. A technique that influences decision making and judgement by manipulating the way information is presented.
Hierarchy
Development Cycle
Framing
Weakest Link
18. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Comparison
Halo Effect
Life Cycle
Fitts' Law
19. 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.
Savanna Preference
Similarity
Satisficing
Affordance
20. 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.
Waist to Hip Ratio
Feedback Loop
Recognition over recall
Rosenthal Effect
21. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Inverted Pyramid
Development Cycle
Accessibility
Performance Load
22. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Modularity
Convergence
Flexibility-Usability Tradeoff
Halo Effect
23. Patients experience treatment effects based on their belief that a treatment will work.
Serial Position Effects
Five Hat Racks
Placebo effect
Similarity
24. The debgree to which prose can be understood - based on the complexity of words and sentences.
Rule of Thirds
Hawthorne Effect
Readability
Interference Effects
25. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Satisficing
Orientation Sensitivity
Hierarchy
Fitts' Law
26. 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
Threat detection
Iconic Representation
Fibonacci Sequence
27. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Defensible Space
Waist to Hip Ratio
Closure
Forgiveness
28. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Affordance
80/20 Rule
Performance Load
Shaping
29. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Waist to Hip Ratio
Exposure Effect
Orientation Sensitivity
Flexibility-Usability Tradeoff
30. Teachers treat students differently based on their expectations of how students will perform.
Consistency
Symmetry
Rosenthal Effect
Accessibility
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?)
Five Hat Racks
Orientation Sensitivity
Cost-Benefit
Form Follows Function
32. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Operant Conditioning
Errors
Fibonacci Sequence
Layering
33. 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.
Affordance
Hierarchy of Needs (Design)
Fitts' Law
Constancy
34. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Wayfinding
Von Restorff Effect
Good Continuation
Expectation Effect
35. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Golden Ratio
Hick's Law
Uncertainty Principle
Framing
36. 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.
Forgiveness
Three- Dimensional Projection
Mapping
Waist to Hip Ratio
37. The use of pictorial images to improve the recognition and recall of signs and controls.
Progressive Disclosure
Modularity
Redundancy
Iconic Representation
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.
Redundancy
Iteration
Structural Forms
Life Cycle
39. 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
Modularity
Common Fate
Orientation Sensitivity
Progressive Disclosure
40. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Hick's Law
Consistency
Waist to Hip Ratio
Legibility
41. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Normal Distribution
Five Hat Racks
Control
Wayfinding
42. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Fibonacci Sequence
Interference Effects
Performance Load
Signal- to- Noise Ratio
43. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Common Fate
Uniform Connectedness
Face- ism Ratio
Immersion
44. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Life Cycle
Mnemonic Device
Baby-Face Bias
Face- ism Ratio
45. As the flexiblity of a system increases - its usability decreases.
Mental Model
Life Cycle
Common Fate
Flexibility-Usability Tradeoff
46. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Factor of Safety
Fibonacci Sequence
Prototyping
Life Cycle
47. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Mapping
Alignment
Prospect-Refuge
Gutenberg Diagram
48. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Inverted Pyramid
Prospect-Refuge
Most Average Facial Appearance Effect
Von Restorff Effect
49. The relative ease with which a destination - idea - or concept may be reached.
Hierarchy
Accessibility
Framing
Picture Superiority Effect
50. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Mimicry
Accessibility
Confirmation
Pygmalion Effect
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