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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
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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 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.
Prospect-Refuge
Satisficing
Performance Load
Waist to Hip Ratio
2. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Accessibility
Interference Effects
Wayfinding
Threat detection
3. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.
Convergence
Shaping
Baby-Face Bias
Uniform Connectedness
4. 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)
Five Hat Racks
Signal- to- Noise Ratio
Immersion
Scaling Fallacy
5. Teachers treat students differently based on their expectations of how students will perform.
Rule of Thirds
Hick's Law
Exposure Effect
Rosenthal Effect
6. The tendency for people to behave differently when they know they are being studied
Uniform Connectedness
Hawthorne Effect
Placebo effect
Mimicry
7. An action or ommission of action yielding an unintended result.
Structural Forms
Recognition over recall
Errors
80/20 Rule
8. 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?)
Entry Point
Constraint
Cost-Benefit
Flexibility-Usability Tradeoff
9. A property in which a form is made up of parts similar to the whole or to one another.
Halo Effect
Depth of Processing
Life Cycle
Self- similarity
10. Elements that are close together are percieved to be more related than elements that are farther apart.
Proximity
Golden Ratio
Von Restorff Effect
Self- similarity
11. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Cost-Benefit
Top- Down Lighting Bias
Life Cycle
Iconic Representation
12. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Prospect-Refuge
Closure
Inverted Pyramid
Symmetry
13. A tendency to see people and things iwth baby- faced features as more naive - helpless - and honest than those with mature features.
Figure-Ground Relationship
Hick's Law
Baby-Face Bias
Errors
14. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Gutenberg Diagram
Demand Characteristics
Placebo effect
Proximity
15. The time it takes to make a decision increases as the number of alternatives increases.
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16. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Garbage In - Garbage Out
Performance Load
Threat detection
Self- similarity
17. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Orientation Sensitivity
Form Follows Function
Top- Down Lighting Bias
Common Fate
18. The usability of a system is improved when its status and methods of use are clearly visible.
Immersion
Self- similarity
Visibility
Demand Characteristics
19. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Redundancy
Rosenthal Effect
Cognitive Dissonance
Exposure Effect
20. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Visibility
Confirmation
Demand Characteristics
Development Cycle
21. A method of presentation in which information is presented in descending order of importance. (Critical information presented first).
Inverted Pyramid
Maslow's Hierarchy of Needs
Performance Load
Cognitive Dissonance
22. It is often preferable to settle for a satisfactory solution - rather than pursue an optimal solution.
Progressive Disclosure
Satisficing
Performance Load
Weakest Link
23. A property of visual equivalence among elements in a form.
Symmetry
Factor of Safety
Fitts' Law
Ockham's Razor
24. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.
Hawthorne Effect
Mnemonic Device
Modularity
Operant Conditioning
25. A space that has territorial markers - opportunities for surveillance - and clear indications of activity and ownership.
Constancy
Storytelling
Defensible Space
Performance Load
26. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Attractiveness Bias
Forgiveness
Hierarchy
Threat detection
27. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.
Forgiveness
Most Average Facial Appearance Effect
Interference Effects
Framing
28. 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.
Consistency
Prospect-Refuge
Mapping
Affordance
29. The tendency for people to perform better or worse based on the expectations of another.
Garbage In - Garbage Out
Chunking
Maslow's Hierarchy of Needs
Pygmalion Effect
30. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Three- Dimensional Projection
Law of Pragnanz
Depth of Processing
Prototyping
31. 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
Von Restorff Effect
Visibility
Hierarchy
32. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Demand Characteristics
Performance vs. Preference
Structural Forms
Inverted Pyramid
33. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Halo Effect
Hierarchy
Expectation Effect
Wayfinding
34. 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.
Figure-Ground Relationship
Serial Position Effects
Redundancy
Convergence
35. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Uncertainty Principle
Interference Effects
Three- Dimensional Projection
36. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.
Garbage In - Garbage Out
Forgiveness
Von Restorff Effect
Closure
37. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Chunking
Mimicry
Constraint
Consistency
38. The time required to move to a target is a function of the target size and distance to the target.
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39. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Most Average Facial Appearance Effect
Rule of Thirds
Defensible Space
Attractiveness Bias
40. A process in which similar characteristics evolve independently in multiple systems.
Constancy
Convergence
Expectation Effect
Halo Effect
41. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Mnemonic Device
Demand Characteristics
Alignment
Structural Forms
42. The process of using spatial and environmental information to navigate to a destination.
Wayfinding
Affordance
Hierarchy of Needs (Design)
Accessibility
43. The ratio of relevant to irrelevant information in a display. The highest possible signal- to- noise ratio is desirable in design.
Threat detection
Signal- to- Noise Ratio
Orientation Sensitivity
Ockham's Razor
44. A technique used to asociate a stimulus with an unconscious physical or emotional response.
Inverted Pyramid
Classical Conditioning
Hick's Law
Gutenberg Diagram
45. A ratio within the elements of a form - such as height to width - approximating 0.618.
Highlighting
Modularity
Golden Ratio
Maslow's Hierarchy of Needs
46. As the flexiblity of a system increases - its usability decreases.
Three- Dimensional Projection
Five Hat Racks
Flexibility-Usability Tradeoff
Uniform Connectedness
47. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Normal Distribution
Exposure Effect
80/20 Rule
Picture Superiority Effect
48. The act of measuring certain sensitive variable in a system can alter them - and confound the accuracy of the measurement.
Uncertainty Principle
Performance vs. Preference
Pygmalion Effect
Archetype
49. A technique that influences decision making and judgement by manipulating the way information is presented.
Factor of Safety
Fibonacci Sequence
Framing
Exposure Effect
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.
Consistency
Form Follows Function
Ockham's Razor
Good Continuation
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