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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. There are five ways to organize information: Category - time - location - alphabet - and continuum.
Most Average Facial Appearance Effect
Halo Effect
Five Hat Racks
Face- ism Ratio
2. The distressing state of thought caused by recognizing an inconsistency between behavior/thought and value/belief.
Uniform Connectedness
Face- ism Ratio
Cognitive Dissonance
Prospect-Refuge
3. A technique that influences decision making and judgement by manipulating the way information is presented.
Gutenberg Diagram
Framing
Constraint
Form Follows Function
4. The process of using spatial and environmental information to navigate to a destination.
Fitts' Law
Wayfinding
Progressive Disclosure
Shaping
5. A technique for bringing attention to an area of text or image.
Demand Characteristics
Highlighting
Iteration
Accessibility
6. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.
Alignment
Life Cycle
Exposure Effect
Iteration
7. Using more elements than is necessary to offset the effects of unknown variables which may cause a system failure.
Factor of Safety
Top- Down Lighting Bias
Baby-Face Bias
Cognitive Dissonance
8. A phenomenon in which mental processing is made slower and less accurate by competing mental processes.
Maslow's Hierarchy of Needs
Constraint
Mental Model
Interference Effects
9. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).
Picture Superiority Effect
Prospect-Refuge
Shaping
Hierarchy of Needs (Design)
10. Elements that are close together are percieved to be more related than elements that are farther apart.
Most Average Facial Appearance Effect
Prospect-Refuge
Visibility
Proximity
11. A technique used to modify behavior by reinforcing desired behaviors - and ignoring or punishing undesired behaviors.
Control
Operant Conditioning
Expectation Effect
Mapping
12. 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?)
Mnemonic Device
Constancy
Cost-Benefit
Picture Superiority Effect
13. Patients experience treatment effects based on their belief that a treatment will work.
Placebo effect
Classical Conditioning
Legibility
Symmetry
14. Teachers treat students differently based on their expectations of how students will perform.
Good Continuation
Rosenthal Effect
Accessibility
Convergence
15. Memory for recognizing things is better than memory for recalling things.
Von Restorff Effect
Prototyping
Life Cycle
Recognition over recall
16. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.
Threat detection
Interference Effects
Attractiveness Bias
Control
17. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.
Rule of Thirds
Forgiveness
Iteration
Orientation Sensitivity
18. 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
Common Fate
Inverted Pyramid
Wayfinding
19. Designs should help people avoid errors and minimize the negative consequences of errors when they do occur.
Forgiveness
Similarity
Feedback Loop
Prototyping
20. A property of visual equivalence among elements in a form.
Symmetry
Garbage In - Garbage Out
Performance vs. Preference
Framing
21. Hierarchical organization is the simplest structure for visualizing and understanding complexity.
Iconic Representation
Symmetry
Hierarchy
Constraint
22. The designs that help people perform optimally are often not the same as the designs that people find most desirable.
Entry Point
Normal Distribution
Performance vs. Preference
Threat detection
23. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.
Structural Forms
Mimicry
Confirmation
Exposure Effect
24. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.
Prospect-Refuge
Threat detection
Consistency
Halo Effect
25. A sequence of numbers in which each number is the sum of the preceding two.
Alignment
Fibonacci Sequence
Iteration
Structural Forms
26. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.
Iteration
Wayfinding
Demand Characteristics
Structural Forms
27. A method of reorganizing information to make the information simpler - more meaningful and easier to remember. (ie. First Letter - Keyword - Rhyme - Feature Name)
Orientation Sensitivity
Good Continuation
Mnemonic Device
Immersion
28. Teh act of copying properties of familiar objects - organisms - or environments in order to realize specifice benefits afforded by those properties.
Affordance
Mimicry
Control
Progressive Disclosure
29. An attribute of an object that allows people to intuitively know how to use it
Hawthorne Effect
Inverted Pyramid
Maslow's Hierarchy of Needs
Affordance
30. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.
Forgiveness
Immersion
Garbage In - Garbage Out
Top- Down Lighting Bias
31. Successful products typically follow four stages of creation: requirements - design - development - and testing.
Development Cycle
Von Restorff Effect
Fibonacci Sequence
Modularity
32. Adjusting parts of a device in relation to each other to create a sense of unity and cohesion.
Flexibility-Usability Tradeoff
Symmetry
Hierarchy
Alignment
33. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.
Modularity
Prototyping
Von Restorff Effect
Feedback Loop
34. A process in which similar characteristics evolve independently in multiple systems.
Savanna Preference
Convergence
Figure-Ground Relationship
Depth of Processing
35. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.
Maslow's Hierarchy of Needs
Depth of Processing
Picture Superiority Effect
Development Cycle
36. Elements that are similar are perceived to be more related than elements that are dissimilar.
Similarity
Cognitive Dissonance
Classical Conditioning
Constraint
37. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).
Proximity
Law of Pragnanz
Confirmation
Iteration
38. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.
Von Restorff Effect
Waist to Hip Ratio
Symmetry
Rule of Thirds
39. A state of mental focus so intense that awareness of the 'real' world is lost - generally resulting in a feeling of joy and satisfaction.
Structural Forms
Iteration
Legibility
Immersion
40. Elements that are connected by uniform visual properties - such as color - are perceived to be more related than elements that are not connected.
Uniform Connectedness
Face- ism Ratio
Closure
Framing
41. The greater the effort to accomplish a task - the less likely the task will be accomplished successfully.
Flexibility-Usability Tradeoff
Layering
Performance Load
Golden Ratio
42. A diagram that describes the general pattern followed by the eyes when looking at evenly distributed - homogeneous information.
Performance vs. Preference
Convergence
Gutenberg Diagram
Hierarchy of Needs (Design)
43. The tendency for people to behave differently when they know they are being studied
Fibonacci Sequence
Hawthorne Effect
Chunking
Law of Pragnanz
44. People understand and interact with systems and environments based on mental representations developed from experience.
Most Average Facial Appearance Effect
Closure
Serial Position Effects
Mental Model
45. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.
Progressive Disclosure
Proximity
Weakest Link
Errors
46. Elements perceived as either figures (objects of focus) or ground (the rest of the perceptual field)
Figure-Ground Relationship
Shaping
Picture Superiority Effect
Iconic Representation
47. The time it takes to make a decision increases as the number of alternatives increases.
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48. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.
Shaping
Normal Distribution
Structural Forms
Prototyping
49. The level of control provided by a system should be related to the proficiency and experience levels of the people using the system.
Control
Progressive Disclosure
Mimicry
Attractiveness Bias
50. The time required to move to a target is a function of the target size and distance to the target.
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