Test your basic knowledge |

Design Principles

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. An attribute of an object that allows people to intuitively know how to use it






2. The usability of a system is improved when similar parts are expressed in similar ways.






3. An original model on which something is patterned






4. Beauty in design results from purity of function. Interpreted in 2 ways: A description of beauty or a prescription for beauty.






5. An ability to detect threatening stimuli more efficiently than nonthreatening stimuli.






6. A tendency to prefer environments with unobstructed views (prospects) and areas of concealment and retreat (refuges).






7. The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.






8. The visual clarity of text - generally based on the size - typeface - contrast - text block - and spacing of the characters used.






9. A technique of composition in which a medium is divided into thirds - creating aesthetic positions for the primary elements of a design.






10. 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)






11. People understand and interact with systems and environments based on mental representations developed from experience.






12. The quality of system output is dependent on the quality of system input.






13. When participants realise the aim of the study and may change their behaviour to help or disrupt the study.






14. All products progress sequentially through four stages of existence: introduction - growth - maturity - and decline.






15. Tendency to form an overall positive impression of a person on the basis of one positive characteristic






16. 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.






17. The use of simplified and incomplete models of a design to explore ideas - elaborate requirements - refine specifications - and test functionality.






18. The process of using spatial and environmental information to navigate to a destination.






19. Repeated exposure to stimuli for which people have neutral feelings will increase the likeability of the stimuli.






20. A tendency to prefer faces in which the eyes - nose - lips and other features are close to the average of a population.






21. 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.






22. A tendency to interpret shaded or dark areas of an object as shadows resulting from a light source above the object.






23. A sequence of numbers in which each number is the sum of the preceding two.






24. A method of limiting the actions that can be performed on a system.






25. A method of managing system complexity that involves dividing large systems into multiple - smaller self- contained systems.






26. The designs that help people perform optimally are often not the same as the designs that people find most desirable.






27. A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.






28. A property of visual equivalence among elements in a form.






29. A method of creating imagery - emotions - and understanding of events through an interaction between a storyteller and an audience.






30. There are five ways to organize information: Category - time - location - alphabet - and continuum.






31. A term used to describe a set of data - that when plotted - forms a symmetrical - bell- shaped curve.






32. 1) Physiological 2) Safety 3) Love 4) Self-Esteem 5) Self-Actualization

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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.






34. Successful products typically follow four stages of creation: requirements - design - development - and testing.






35. A phenomenon of visual processing in which certain line orientations are more quickly and easily processed and discriminated than other line orientations.






36. 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.






37. The deliberate use of a weak element that will fail in order to protect other elements in the system from damage.






38. A property in which a form is made up of parts similar to the whole or to one another.






39. Tendency to perceive a set of individual elements as a single - recogniable pattern - rather than multiple - individual elements.






40. The tendency to see attractive people as more intelligent - competent - moral and sociable than unattractive people.






41. A strategy for managing information complexity in which only necessary or requested information is displayed at any given time.






42. There are three ways to organize materials to support a load or to contain and protect something: Mass structures - frame structures - and shell structures.






43. A tendency to interpret ambiguous images as simple and a complete unit - versus complex and incomplete. (Gestalt principle of perception).






44. Patients experience treatment effects based on their belief that a treatment will work.






45. 80% of the effects generated by any large system are caused by 20% of the variables.






46. The ratio of face to body in an image that influences the way the person in the image is perceived. (High = intelligent / Low = physical)






47. A tendency to see objects and patterns as 3D when certain visual cues are present.






48. The relative ease with which a destination - idea - or concept may be reached.






49. The time it takes to make a decision increases as the number of alternatives increases.

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50. A technique used to teach a desired behavior by reinforcing increasingly accurate approximations of the behavior.