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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
study here
.
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. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Defensible Space
Self- similarity
Readability
2. Teachers treat students differently based on their expectations of how students will perform.
Factor of Safety
Rosenthal Effect
Feedback Loop
Storytelling
3. 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
Most Average Facial Appearance Effect
Expectation Effect
Pygmalion Effect
4. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Feedback Loop
Performance vs. Preference
Iteration
Prototyping
5. A technique for preventing unintended actions by requiring verification of the actions before they are performed.
Constancy
Confirmation
Self- similarity
Face- ism Ratio
6. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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7. Patients experience treatment effects based on their belief that a treatment will work.
Golden Ratio
Prospect-Refuge
Placebo effect
Hierarchy of Needs (Design)
8. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Prospect-Refuge
Entry Point
Symmetry
Threat detection
9. 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
Cost-Benefit
Confirmation
Baby-Face Bias
10. The tendency for people to perform better or worse based on the expectations of another.
Readability
Law of Pragnanz
Progressive Disclosure
Pygmalion Effect
11. 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.
Hick's Law
Hierarchy of Needs (Design)
Most Average Facial Appearance Effect
Alignment
12. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Flexibility-Usability Tradeoff
Expectation Effect
Performance vs. Preference
Normal Distribution
13. The usability of a system is improved when its status and methods of use are clearly visible.
Visibility
Signal- to- Noise Ratio
Feedback Loop
Structural Forms
14. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)
Baby-Face Bias
Expectation Effect
Weakest Link
Face- ism Ratio
15. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Attractiveness Bias
Demand Characteristics
Operant Conditioning
Fitts' Law
16. The tendency for people to behave differently when they know they are being studied
Constraint
Iconic Representation
Hawthorne Effect
Placebo effect
17. Memory for recognizing things is better than memory for recalling things.
Proximity
Ockham's Razor
Recognition over recall
Constancy
18. An attribute of an object that allows people to intuitively know how to use it
Affordance
Hick's Law
Inverted Pyramid
Control
19. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Mapping
Picture Superiority Effect
Development Cycle
Shaping
20. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Legibility
Hierarchy
Closure
Constancy
21. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Five Hat Racks
Uncertainty Principle
Structural Forms
Waist to Hip Ratio
22. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Highlighting
Satisficing
Baby-Face Bias
Signal- to- Noise Ratio
23. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Defensible Space
Forgiveness
Highlighting
Cognitive Dissonance
24. The time it takes to make a decision increases as the number of alternatives increases.
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25. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Garbage In - Garbage Out
Prospect-Refuge
Interference Effects
26. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Scaling Fallacy
Life Cycle
Most Average Facial Appearance Effect
Figure-Ground Relationship
27. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Fibonacci Sequence
Gutenberg Diagram
Picture Superiority Effect
Law of Pragnanz
28. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Framing
Interference Effects
Face- ism Ratio
Signal- to- Noise Ratio
29. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Serial Position Effects
Mental Model
Classical Conditioning
30. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Threat detection
Immersion
Hick's Law
Consistency
31. The time required to move to a target is a function of the target size and distance to the target.
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32. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Rule of Thirds
Control
Von Restorff Effect
Iconic Representation
33. A preference for a particular ratio of waist size to hip size in men and women. Men prefer 0.7 in women. Women prefer 0.9 in men.
Scaling Fallacy
Mimicry
Face- ism Ratio
Waist to Hip Ratio
34. A property of visual equivalence among elements in a form.
Prospect-Refuge
Symmetry
Face- ism Ratio
Rosenthal Effect
35. Pictures are remembered better than words.
Picture Superiority Effect
Similarity
Confirmation
Recognition over recall
36. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Alignment
Signal- to- Noise Ratio
Factor of Safety
Gutenberg Diagram
37. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Pygmalion Effect
Mental Model
Shaping
Uncertainty Principle
38. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Uncertainty Principle
Progressive Disclosure
Satisficing
Iteration
39. A phenomenon of memory in which noticeably different things are more likely to be recalled that common things. (AKA Isolation/Novelty Effect)
Constraint
Von Restorff Effect
Serial Position Effects
Garbage In - Garbage Out
40. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Mnemonic Device
Mapping
Feedback Loop
Convergence
41. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.
Von Restorff Effect
Closure
Exposure Effect
Golden Ratio
42. The debgree to which prose can be understood - based on the complexity of words and sentences.
Iconic Representation
Forgiveness
Readability
Uniform Connectedness
43. A technique that influences decision making and judgement by manipulating the way information is presented.
Control
Convergence
Mapping
Framing
44. 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
Three- Dimensional Projection
Hierarchy
Law of Pragnanz
45. The use of pictorial images to improve the recognition and recall of signs and controls.
Iconic Representation
Halo Effect
Factor of Safety
Mnemonic Device
46. A tendency to see objects and patterns as 3D when certain visual cues are present.
Top- Down Lighting Bias
Savanna Preference
Three- Dimensional Projection
Figure-Ground Relationship
47. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Hierarchy
Savanna Preference
Depth of Processing
Uniform Connectedness
48. A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
Iconic Representation
Defensible Space
Comparison
Serial Position Effects
49. 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.
Satisficing
Legibility
Chunking
Visibility
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.
Top- Down Lighting Bias
Proximity
Good Continuation
Cognitive Dissonance
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