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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. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.
Legibility
Mental Model
Constraint
Prospect-Refuge
2. 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.
Cost-Benefit
Factor of Safety
Fitts' Law
Mapping
3. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Hawthorne Effect
Operant Conditioning
Self- similarity
Top- Down Lighting Bias
4. An attribute of an object that allows people to intuitively know how to use it
Rosenthal Effect
Chunking
Affordance
Defensible Space
5. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Framing
Orientation Sensitivity
Most Average Facial Appearance Effect
Rule of Thirds
6. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.
Recognition over recall
Mental Model
Form Follows Function
Fibonacci Sequence
7. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Structural Forms
Figure-Ground Relationship
Demand Characteristics
Legibility
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.
Redundancy
Fibonacci Sequence
Satisficing
Signal- to- Noise Ratio
9. Given a choice between functionally equivalent designs - the simplest design should be selected.
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10. A technique for bringing attention to an area of text or image.
Constraint
Mimicry
Flexibility-Usability Tradeoff
Highlighting
11. The usability of a system is improved when its status and methods of use are clearly visible.
Savanna Preference
Progressive Disclosure
Satisficing
Visibility
12. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
80/20 Rule
Gutenberg Diagram
Life Cycle
Control
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?)
Comparison
Law of Pragnanz
Cost-Benefit
Picture Superiority Effect
14. A method of limiting the actions that can be performed on a system.
Modularity
Mapping
Constraint
Inverted Pyramid
15. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Mimicry
Good Continuation
Cost-Benefit
Depth of Processing
16. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Hawthorne Effect
Visibility
Prospect-Refuge
Feedback Loop
17. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Rosenthal Effect
Forgiveness
Chunking
Three- Dimensional Projection
18. The relative ease with which a destination - idea - or concept may be reached.
Constancy
Baby-Face Bias
Mnemonic Device
Accessibility
19. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Uncertainty Principle
Rule of Thirds
Uniform Connectedness
Factor of Safety
20. The tendency for people to perform better or worse based on the expectations of another.
Performance vs. Preference
Pygmalion Effect
Cost-Benefit
Readability
21. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.
Layering
Iconic Representation
Consistency
Defensible Space
22. The usability of a system is improved when similar parts are expressed in similar ways.
Savanna Preference
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
Consistency
23. A ratio within the elements of a form - such as height to width - approximating 0.618.
Placebo effect
Golden Ratio
Confirmation
Ockham's Razor
24. Teachers treat students differently based on their expectations of how students will perform.
Flexibility-Usability Tradeoff
Progressive Disclosure
Rosenthal Effect
Readability
25. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Chunking
Affordance
Baby-Face Bias
Development Cycle
26. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Prototyping
Hick's Law
Rosenthal Effect
Life Cycle
27. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Archetype
Comparison
Most Average Facial Appearance Effect
Signal- to- Noise Ratio
28. The quality of system output is dependent on the quality of system input.
Garbage In - Garbage Out
Pygmalion Effect
Cognitive Dissonance
Performance vs. Preference
29. 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.
Redundancy
Consistency
Shaping
Serial Position Effects
30. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Gutenberg Diagram
Good Continuation
Baby-Face Bias
Mimicry
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 designs that help people perform optimally are often not the same as the designs that people find most desirable.
Defensible Space
Performance vs. Preference
Baby-Face Bias
Exposure Effect
33. As the flexiblity of a system increases - its usability decreases.
Flexibility-Usability Tradeoff
Cost-Benefit
Form Follows Function
Signal- to- Noise Ratio
34. 80% of the effects generated by any large system are caused by 20% of the variables.
80/20 Rule
Uniform Connectedness
Comparison
Serial Position Effects
35. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Performance vs. Preference
Figure-Ground Relationship
Placebo effect
Performance Load
36. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization
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37. 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.
Development Cycle
Top- Down Lighting Bias
Von Restorff Effect
Good Continuation
38. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Immersion
Normal Distribution
Flexibility-Usability Tradeoff
Closure
39. Patients experience treatment effects based on their belief that a treatment will work.
Iteration
Closure
Placebo effect
Three- Dimensional Projection
40. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.
Storytelling
Life Cycle
Flexibility-Usability Tradeoff
Fibonacci Sequence
41. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Shaping
Threat detection
80/20 Rule
Legibility
42. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Life Cycle
Von Restorff Effect
Inverted Pyramid
Mimicry
43. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Progressive Disclosure
Cost-Benefit
Performance Load
Five Hat Racks
44. Elements that are similar are perceived to be more related than elements that are dissimilar.
Demand Characteristics
Structural Forms
Similarity
Immersion
45. A sequence of numbers in which each number is the sum of the preceding two.
Fibonacci Sequence
Highlighting
Similarity
Wayfinding
46. Memory for recognizing things is better than memory for recalling things.
Top- Down Lighting Bias
Five Hat Racks
Recognition over recall
Hick's Law
47. A tendency to see objects and patterns as 3D when certain visual cues are present.
Mnemonic Device
Inverted Pyramid
Alignment
Three- Dimensional Projection
48. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Cost-Benefit
Baby-Face Bias
Serial Position Effects
Garbage In - Garbage Out
49. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Hierarchy
Von Restorff Effect
Performance Load
Closure
50. The use of pictorial images to improve the recognition and recall of signs and controls.
Von Restorff Effect
Savanna Preference
Top- Down Lighting Bias
Iconic Representation
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